Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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. 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 Adventure |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 25 / 15% |
Size | medium |
Lifes / Deaths | Killed by Shuty Lich Boi's Inner Demon at level 12 on the 22nd Dusk 122nd year of Ascendancy at 07:01 3 / 3Killed by Yvorawe the bee swarm at level 18 on the 25th Haze 122nd year of Ascendancy at 05:24 Killed by Yvorawe the bee swarm at level 18 on the 25th Haze 122nd year of Ascendancy at 06:46 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 64 (base 55) |
Willpower | 27 (base 13) |
Cunning | 59 (base 49) |
Resources
Life | 202/202 |
Mana | 108/108 |
Soul | 11/11 |
Healing Factor | 1.0000003099961 |
Regeneration | 3.2500010074873 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 21 |
Accuracy | 22 |
Crit Chance | 31% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +3% |
Physical | +8% |
Cold | +8% |
All | 0% |
Lightning | +18% |
Darkness | +40% |
Fire | +14% |
Nature | +6% |
Offense: Damage Penetration
Lightning | +20% |
Temporal | +15% |
Nature | +15% |
Arcane | +30% |
Acid | +15% |
All | +10% |
Defense: Base
Armour (hardiness) | 50 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 2 |
Physical Save | 42 |
Spell Save | 45 |
Mental Save | 53 |
Defense: Resistances
Acid | + 44%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 47%( 70%) |
All | + 24%( 70%) |
Lightning | + 28%( 70%) |
Light | + 31%( 70%) |
Temporal | + 31%( 70%) |
Physical | + 34%( 70%) |
Darkness | + 54%( 70%) |
Fire | + 45%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 81% |
Teleport Resistance | 49% |
Confusion Resistance | 70% |
Instadeath Resistance | 100% |
Silence Resistance | 52% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (287 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 103 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Effects
talent | Reaping |
talent | Golden Age of Necromancy |
talent | Erupting Shadows |
talent | Premonition |
talent | Grim Shadow |
talent | Spikes of Decrepitude |
talent | Hiemal Shield |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Yvorawe the bee swarm. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by minotaur. Escort: lost defiler (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. 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 wretchling eyeball. * You've found the needed vial of wight ectoplasm. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. * You've found the needed chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xewyn (0 def, 3 armour) Xewyn (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Physical Crit +3.0% Accuracy +20 (+10 eff.) defense ------ Armor +3 Fatigue +2% Unlife -40.00 life Silence Resist +22% Confus Resist +21% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Manythad Manythad1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Ignore resists +10% all Ignore Armor +7 defense ------ Resistance +15% acid +5% arcane Mind save +15 (+5 eff.) Poison Resist +20% Silence Resist +10% Confus Resist +10% other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | cashmere wizard hat 'Obsidianthorn' (2 def, 0 armour) cashmere wizard hat 'Obsidianthorn' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +7 Cun +5 Wil offense ------ Mind Crit +3% Mindpower +5 (+3 eff.) Damage +6% lightning +12% darkness When Hit 10 mind On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Defense +2 (+1 eff.) Mind save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | dwarven-steel torque of clear mind 'Serpenthack' [power 2] (25 cooldown) dwarven-steel torque of clear mind 'Serpenthack' [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +20% arcane +5% nature On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Resistance +6% nature Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold ring 'Dazzlespar' gold ring 'Dazzlespar'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% nature +9% temporal +5% arcane +9% light Life Regen +1.00 Stun Resist +27% Rings make your fingers look great! |
On fingers | copper ring of perseverance =Stun+22%= copper ring of perseverance =Stun+22%=0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
Around waist | Duvilach Duvilach1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +3% blight defense ------ Armor +14 Resistance +8% fire +5% arcane +8% cold Stun Resist +10% A belt that goes around your waist. |
In main hand | Mayimina the Cloudpain (15-18 power, 3 apr, darkness element) Mayimina the Cloudpain (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +6% acid +15% darkness +6% nature +6% lightning Ignore resists +5% acid +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 49.02 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Cloudstalker (3 def, 2 armour) Cloudstalker (3 def, 2 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +5% acid +8% physical +13% darkness +8% cold +6% lightning +9% fire Ignore resists +5% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +12% acid +10% physical +19% darkness +11% cold +10% fire +9% all Physical save +15 (+5 eff.) other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Chillhunter (1 def, 5 armour) Chillhunter (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ When Hit 2 cold On-Hit (Melee): * 10% chance to reduce armor by 37% defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +12% cold Silence Resist +20% Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Cuthahir Cuthahir0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil defense ------ Defense +5 (+3 eff.) Resistance +6% lightning +3% physical Mind save +3 (+1 eff.) Teleport Resist +10% Amulets make your neck look great! |
Inventory
movement infusion (speed 484%; cd 13) movement infusion (speed 484%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 3; phase 12; cd 16) blink rune of the warrior (range 3; phase 12; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 18; cd 18) blink rune of the wizard (range 5; phase 18; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 10; resist 20%; move 43%; dur 5; cd 20) ethereal rune (power 10; resist 20%; move 43%; dur 5; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 43% faster, and you are invisible (power 10). 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 20; cd 18) shatter afflictions rune (absorb 20; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 20 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. 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 (absorb 49; cd 21) shatter afflictions rune (absorb 49; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 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 49 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 95; dur 4; cd 17) shielding rune (absorb 95; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 95 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Infernowend the copper ring Infernowend the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% mind +3% fire Ignore resists +20% fire defense ------ Armor +6 Resistance +3% mind +3% cold Rings make your fingers look great! |
Ivymira the Glacierschism Ivymira the Glacierschism0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +15% acid +9% cold When Hit 4 cold defense ------ Mind save +5 (+1 eff.) Confus Resist +22% Rings make your fingers look great! |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
Vargh Redemption =Con+6= Vargh Redemption =Con+6=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.12 cold and 12.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of misery =Con+5= gladiator's steel ring of misery =Con+5=0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con offense ------ Physical Power +6 (+6 eff.) On-Hit 9 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 23 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
savior's steel ring of frost (+22%) savior's steel ring of frost (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Physical save +8 (+2 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Bloomtaint' steel ring 'Bloomtaint'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Damage +3% nature +15% mind On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Resistance +12% nature Mind save +8 (+2 eff.) Rings make your fingers look great! |
Quenchgash Quenchgash0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% lightning +6% cold +9% acid defense ------ Resistance +26% lightning +9% blight +6% acid Crit Resistance 15.00% Spell save +12 (+4 eff.) Healmod +10% Rings make your fingers look great! |
Zanorand (10-12 power, 2 apr, fire element) Zanorand (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag 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 Str offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% fire Accuracy +10 (+5 eff.) When Hit 10 physical defense ------ Physical save +18 (+6 eff.) other ------- Max stamina +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, lightning element) Penitence (15-18 power, 4 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+4 eff.) defense ------ Resistance +30% blight +30% lightning Affinity +20% lightning Spell save +15 (+5 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ash starstaff 'Xanokira' (15-18 power, 3 apr, temporal element) ash starstaff 'Xanokira' (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +6 (+2 eff.) Mindpower +10 (+5 eff.) Damage +15% temporal Ignore resists +15% mind When Hit 10 mind 6 arcane defense ------ Physical save +8 (+2 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Hate-on-crit +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emirin the yew starstaff (20-24 power, 4 apr, temporal element) Emirin the yew starstaff (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +12.00% Spellpower +9 (+3 eff.) Damage +20% temporal defense ------ Armor +5 Hardiness +5% Physical save +31 (+10 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) other ------- Max stamina +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
manaburning dwarven-steel battleaxe of massacre (43-64 power, 2 apr) manaburning dwarven-steel battleaxe of massacre (43-64 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt/Master Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 20 arcane resource burn Massive two-handed battleaxes. |
truestriking steel longsword of massacre (19-27 power, 3 apr) truestriking steel longsword of massacre (19-27 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +10 (+5 eff.) Ignore Armor +6 Sharp, long, and deadly. |
manaburning dwarven-steel longsword (24-33 power, 4 apr) manaburning dwarven-steel longsword (24-33 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 12 arcane resource burn Sharp, long, and deadly. |
steel mace of evisceration (14-20 power, 3 apr) steel mace of evisceration (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego+] Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Critical: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +7 (+7 eff.) Blunt and deadly. |
Zeregorn (28-39 power, 4 apr) Zeregorn (28-39 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +11 cold On Hit: 20% Curse of Vulnerability level 3 While equipped: Stats +8 Str offense ------ Physical Crit +9.0% Critical power +21.00% Ignore Armor +8 defense ------ Armor +2 Defense +5 (+3 eff.) Blunt and deadly. |
Eremular the steel dagger (13-17 power, 6 apr) Eremular the steel dagger (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Ignore Shields +30% While equipped: offense ------ Mindpower +10 (+5 eff.) Accuracy +7 (+3 eff.) defense ------ Defense +7 (+4 eff.) Resistance +9% mind Spell save +18 (+6 eff.) Disarm Resist +32% other ------- Psi when Hit +0.20 Sharp, short and deadly. |
projecting mossy mindstar (3-3 power, 12 apr, nature damage) projecting mossy mindstar (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +7% lightning +7% fire +7% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
gifted thorny mindstar (10-10 power, 24 apr, nature damage) gifted thorny mindstar (10-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun 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 +10 (+5 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing thorny mindstar (10-10 power, 24 apr, mind damage) honing thorny mindstar (10-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun 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: Stats +3 Cun +1 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +4% physical Ignore resists +2% physical defense ------ Resistance +3% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of storms (12-13 power, 32 apr, nature damage) pulsing mindstar of storms (12-13 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Weapon Damage 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 12 lightning Damage +8% lightning Ignore resists +11% lightning defense ------ Resistance +10% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
iron shield 'Guniledir' (0 def, 2 armour, 21 block) iron shield 'Guniledir' (0 def, 2 armour, 21 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun offense ------ Mind Crit +4% Damage +12% mind Ignore resists +25% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +2 Fatigue +8% Resistance +5% arcane Life +43.00 other ------- Talents +1 Block Handheld deflection devices. |
exposing dwarven-steel shield of winter (0 def, 6 armour, 87.5 block) exposing dwarven-steel shield of winter (0 def, 6 armour, 87.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil offense ------ On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On-Hit (Melee): * 7% chance to reduce all saves and defense by 23 When Hit: * 15% chance to reduce all saves and defense by 23 defense ------ Armor +6 Fatigue +8% Resistance +12% cold other ------- Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =Con+5= Spider-Silk Robe of Spydrë (10 def, 15 armour) =Con+5=2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's silk robe (0 def, 0 armour) dreamer's silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +13% darkness +12% mind +13% all Physical save +10 (+3 eff.) Spell save +13 (+4 eff.) Mind save +28 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of command (16 def, 11 armour) hardened leather armour of command (16 def, 11 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +11 Defense +16 (+8 eff.) Fatigue +8% Mind save +12 (+4 eff.) A suit of armour made of leather. |
enlightening iron mail armour of acid resistance (2 def, 4 armour) enlightening iron mail armour of acid resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% acid Mind save +11 (+3 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour of command (10 def, 13 armour) enlightening dwarven-steel mail armour of command (10 def, 13 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil defense ------ Armor +13 Defense +10 (+5 eff.) Fatigue +12% Mind save +28 (+8 eff.) A suit of armour made of mail. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +18% Summoned defense ------ Resistance +6% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Salelaith =Con+3= Salelaith =Con+3=1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil +3 Con offense ------ Physical Crit +5.0% Spell Crit +5% Physical Power +15 (+13 eff.) Accuracy +15 (+7 eff.) defense ------ Unlife -40.00 life A belt that goes around your waist. |
Corpseravager the linen cloak (1 def, 0 armour) =Dex+2= Corpseravager the linen cloak (1 def, 0 armour) =Dex+2=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +4 Cun offense ------ Ignore resists +15% nature defense ------ Defense +1 (+1 eff.) other ------- Psi when Hit +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorpiongash the cashmere cloak (9 def, 10 armour) =Con+1= Scorpiongash the cashmere cloak (9 def, 10 armour) =Con+1=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Critical power +20.00% Physical Power +5 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Armor +10 Defense +9 (+5 eff.) Physical save +16 (+5 eff.) Spell save +11 (+4 eff.) Mind save +12 (+4 eff.) other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +7% cold A pair of boots made of leather. |
Bloomminister the pair of dwarven-steel boots (0 def, 4 armour) =Con+4= Bloomminister the pair of dwarven-steel boots (0 def, 4 armour) =Con+4=3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Str +5 Mag +4 Wil +4 Con offense ------ Mindpower +5 (+3 eff.) Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Resistance +9% nature other ------- Light +3 Infravision +3 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathudrachak (0 def, 1 armour) Hathudrachak (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 7 darkness Damage +4% darkness +3% blight Ignore resists +10% arcane When Hit 2 mind defense ------ Armor +1 Resistance +9% blight +6% darkness +3% mind 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour) scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex offense ------ Accuracy +13 (+6 eff.) When Hit: * 18 arcane resource burn defense ------ Armor +2 Spell save +9 (+3 eff.) 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. |
Emelavena the Flashrock (0 def, 7 armour) =Con+1= Emelavena the Flashrock (0 def, 7 armour) =Con+1=1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Physical Crit +1.0% On-Hit 6 physical Damage +3% physical defense ------ Armor +7 Fatigue +1% Life +60.00 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. |
restful iron gauntlets of sorrow (0 def, 1 armour) restful iron gauntlets of sorrow (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +4 (+2 eff.) On-Hit 12 mind 12 darkness On-Hit (Melee): * 11% chance to reduce all saves and defense by 23 defense ------ Armor +1 Fatigue +1% Mind save -14 (-5 eff.) Life Regen +3.00 other ------- Stamina/turn +0.60 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Dairathad the cashmere wizard hat (2 def, 0 armour) =Dex+3= Dairathad the cashmere wizard hat (2 def, 0 armour) =Dex+3=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Critical power +10.00% Damage +13% lightning +12% physical defense ------ Defense +2 (+1 eff.) Resistance +19% lightning Mind save +3 (+1 eff.) other ------- EQ when Hit +0.16 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.10 to 111.30 lightning damage (74.20 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Cyruriamira the hardened leather cap (0 def, 3 armour) =Con+8= Cyruriamira the hardened leather cap (0 def, 3 armour) =Con+8=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +8 Con defense ------ Armor +3 Fatigue +3% Resistance +11% lightning +10% temporal Crit Resistance 10.00% other ------- See Invisibility +21 A cap made of leather. |
Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil offense ------ Damage +30% fire defense ------ Defense +11 (+6 eff.) Fatigue +4% Resistance +30% fire Meteor Rain: Effective talent level: 2.0 Power cost 30 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 71.94 fire and 68.15 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
7 agate 7 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. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
10 citrine 10 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. |
10 zircon 10 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. |
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. |
opal 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. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 onyx 2 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. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
335 alchemist agate 335 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. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
useless but awesome rock useless but awesome rock0.0 Encumbrance rock misc [Unique] Nature Talk to your pet rock. Uses 10 power out of 10/10 Awesome rock!!! |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Heatcutter the ash totem of healing [power 170] (15 cooldown) =Con+3= Heatcutter the ash totem of healing [power 170] (15 cooldown) =Con+3=2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +3 Con offense ------ Ignore Armor +1 defense ------ Armor +2 Resistance +3% physical +9% fire Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Malorothel [power 175] (25 cooldown) Malorothel [power 175] (25 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Defense +15 (+8 eff.) Resistance +12% darkness Healmod +10% Blind Resist +20% Pinning Resist +20% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 499 Base Damage: 201 Armor: 0 All Resist: 7 Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 254] (15 cooldown) yew totem of healing [power 254] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Shuty Lich Boi the Shalore Necromancer level 13
50th Dusk 122nd year of Ascendancy at 22:51 see stats
By Shuty Lich Boi the Shalore Necromancer level 21
64th Haze 122nd year of Ascendancy at 02:11 see stats
By Shuty Lich Boi the Shalore Necromancer level 10
6th Flare 122nd year of Ascendancy at 20:41 see stats
By Shuty Lich Boi the Shalore Necromancer level 20
44th Haze 122nd year of Ascendancy at 03:42 see stats
By Shuty Lich Boi the Shalore Necromancer level 19
25th Haze 122nd year of Ascendancy at 21:18 see stats
By Shuty Lich Boi the Shalore Necromancer level 8
4th Flare 122nd year of Ascendancy at 20:39 see stats
By Shuty Lich Boi the Shalore Necromancer level 10
10th Flare 122nd year of Ascendancy at 04:33 see stats
By Shuty Lich Boi the Shalore Necromancer level 7
1st Flare 122nd year of Ascendancy at 21:41 see stats
By Shuty Lich Boi the Shalore Necromancer level 22
66th Haze 122nd year of Ascendancy at 02:25 see stats
By Shuty Lich Boi the Shalore Necromancer level 15
72nd Dusk 122nd year of Ascendancy at 20:33 see stats
Log
Melee retaliation hits Ghoul for 4 fire damage.
Rotting Disease from Ghoul hits Fire drake hatchling for 27 blight damage.
Fire drake hatchling hits Ghoul for 60 physical damage.
Talent Invoke Darkness is ready to use.
Ghoul hits Fire drake hatchling for 27 physical damage.
Spikes of Decrepitude hits Fire drake hatchling for 23 cold, 30 darkness (53 total damage).
Spikes of Decrepitude hits Fire drake hatchling for 19 cold, 25 darkness (44 total damage).
Melee retaliation hits Ghoul for 4 fire damage.
Darkness pulsates around Shuty Lich Boi!
Shuty Lich Boi hits Fire drake hatchling for 76 cold damage.
Rotting Disease from Ghoul hits Fire drake hatchling for 27 blight damage.
Rotting Disease from Ghoul killed Fire drake hatchling!
Ghoul hits Fire drake hatchling for 25 physical damage.
Spikes of Decrepitude hits Fire drake hatchling for 19 cold, 25 darkness (44 total damage).
Melee retaliation hits Ghoul for 2 fire damage.
Fire drake hatchling hits Ghoul for 59 physical damage.
Your summoned ghoul disappears.
Spikes of Decrepitude hits Fire drake hatchling for 19 cold, 25 darkness (44 total damage).
Spikes of Decrepitude killed Fire drake hatchling!
You pickup 0.85 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.85 gold pieces.
Shuty Lich Boi picks up (o.): steel ring 'Bloomtaint'.