Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/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. 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 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 Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Ogre |
Class | Alchemist |
Level / Exp | 22 / 49% |
Size | huge |
Lifes / Deaths | Killed by Porisemira the grizzly bear at level 22 on the 8th Decay 122nd year of Ascendancy at 12:25 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 9 (base 10) |
Constitution | 21 (base 13) |
Magic | 58 (base 51) |
Willpower | 24 (base 15) |
Cunning | 45 (base 36) |
Resources
Life | -48/684 |
Mana | 184/337 |
Healing Factor | 1.234804467222 |
Regeneration | 15.496796063636 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 4 |
See Invisible | 11 |
Offense: Mainhand
Damage | 50 |
Accuracy | 12 |
Crit Chance | 19% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 23 |
Crit Chance | 19% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Acid | +29% |
Cold | +52% |
All | +6% |
Offense: Damage Penetration
Acid | +5% |
Light | +10% |
Fire | +5% |
Darkness | +10% |
Cold | +16% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 12 |
Physical Save | 25 |
Spell Save | 43 |
Mental Save | 27 |
Defense: Resistances
Acid | + 29%( 70%) |
Light | + 15%( 70%) |
Nature | + 22%( 70%) |
Cold | + 70%( 70%) |
Lightning | + 49%( 70%) |
Fire | + 34%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Disarm Resistance | 37% |
Knockback Resistance | 10% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 16% |
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 408 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 133 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | 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 sandworm tooth. * You've found the needed bear paw. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of fire wyrm saliva. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within2 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 | Unryrondur (0 def, 8 armour) Unryrondur (0 def, 8 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +8 Resists +9% lightning Max.HP +100.00 Disease- +10% Silence- +10% Knockbk- +10% ---------- misc Infravis +2 See.Invis +6 A pair of boots made of leather. |
Quiver | 186 alchemist aquamarine 186 alchemist aquamarine0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
Light source | Growthhunter the brass lantern Growthhunter the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +15% nature Apr +1 ----- def ----- Die.at -40.00 life Max.HP +44.00 ---------- misc Max.stam +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Blizzardhash' (0 def, 1 armour) =cd= rough leather cap 'Blizzardhash' (0 def, 1 armour) =cd=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% cold +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +3% fire +12% cold ---------- misc Breathe water A cap made of leather. |
On hands | Bokogorn the dwarven-steel gauntlets (0 def, 2 armour) Bokogorn the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning +6% cold Phys.save +14 (+7 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +37% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | Cyremitha the copper ring Cyremitha the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +22% cold +3% light +3% nature Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.23 cold and 11.32 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 11/60 This azure ring seems to be always moist to the touch. |
Around neck | serendipitous gold amulet of vision serendipitous gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Unseen.red 13% Blind- +16% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets make your neck look great! |
In main hand | cruel yew vilestaff of might (20-24 power, 4 apr, acid element) cruel yew vilestaff of might (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Glitterwitch Glitterwitch1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% light +10% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% light Spell.save +8 (+2 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
In off hand | Amudumas the vined mindstar (4-5 power, 18 apr, mind damage) Amudumas the vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 cold Dmg.mod +5% cold Res.pen +6% cold ----- def ----- Armour +9 Resists +6% acid +9% fire +3% lightning +8% cold Phys.save +4 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 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. |
Cloak | Blackvortex (1 def, 0 armour) Blackvortex (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% darkness Res.pen +10% darkness +5% acid On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Defense +1 (+0 eff.) Resists +6% nature Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating hardened leather armour of Eyal (9 def, 6 armour) rejuvenating hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +21.00 HP.reg +9.30 Heal.mod +10% ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 164; cd 15) healing infusion of the sneak (heal 164; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 493%; cd 9) movement infusion of the warrior (speed 493%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 493% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; mental; dur 4; cd 14) wild infusion of the warrior (res 23%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the warrior (absorb 60; cd 12) shatter afflictions rune of the warrior (absorb 60; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet of constitution (+3) copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper amulet of strength (+2) copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
savior's steel amulet savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
warmaker's steel amulet warmaker's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Wil Amulets make your neck look great! |
copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Cracklevalor Cracklevalor0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +4 (+2 eff.) Fatigue -5% Resists +33% lightning +3% darkness +3% blight ---------- misc Max.enc +22 Rings make your fingers look great! |
gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
steel ring of pilfering steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+7 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 115% 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! |
conjurer's gold ring of arcana (+0.13/turn) conjurer's gold ring of arcana (+0.13/turn)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
gold ring of fire (+22%) gold ring of fire (+22%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
Morbusmistress the ash vilestaff (15-18 power, 3 apr, blight element) Morbusmistress the ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +10% Phys.pwr +30 (+10 eff.) Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight +6% physical Res.pen +20% physical On Hit (Melee): * 20% chance to slow global speed by 46% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of warding (17-20 power, 3 apr, fire element) potent ash magestaff of warding (17-20 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +17% fire ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Weepking (6 def, 4 armour) Weepking (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +12% blight ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% nature Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +20.00 A suit of armour made of leather. |
iron mail armour 'Kindlepassion' (2 def, 4 armour) iron mail armour 'Kindlepassion' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Rare] Master While equipped: dps ---------- Res.pen +25% fire Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
Adena the Brightlash (2 def, 6 armour) Adena the Brightlash (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% fire On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +23% lightning A suit of armour made of mail. |
Belirabeth (2 def, 0 armour) =3c= Belirabeth (2 def, 0 armour) =3c=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +6% blight +6% fire +6% light Crit.chn- 5.00% Spell.save +3 (+1 eff.) Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emaressra the pair of hardened leather boots (0 def, 3 armour) =6c= Emaressra the pair of hardened leather boots (0 def, 3 armour) =6c=2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Resists +6% temporal +3% darkness +6% blight +15% fire +5% arcane Cut- +20% ---------- misc Size +1 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Ebonyripper the dwarven-steel gauntlets (0 def, 2 armour) =6w= Ebonyripper the dwarven-steel gauntlets (0 def, 2 armour) =6w=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Wil dps ---------- Melee+ 7 fire Dmg.mod +9% darkness +6% fire On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Fatigue +3% Resists +6% fire ---------- misc Vim/s.crit +2.00 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. |
Isanor the Morningire (0 def, 1 armour) =5c= Isanor the Morningire (0 def, 1 armour) =5c=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Wil +5 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+3 eff.) ---------- misc Light +3 Infravis +1 A cap made of leather. |
Rimespire (1 def, 2 armour) =-80= Rimespire (1 def, 2 armour) =-80=2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Phys.pwr +5 (+1 eff.) Mind.pwr +2 (+1 eff.) Apr +2 ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +3% cold Phys.save +3 (+2 eff.) Die.at -80.00 life ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
18 agate 18 agate0.0 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
20 spinel 20 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
20 aquamarine 20 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 opal 25 opal0.0 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 topaz 23 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst 15 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
56 alchemist agate 56 alchemist agate0.0 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 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 100.45 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 100.45 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 34/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Boltstreak the iron pickaxe (dig speed 39 turns) Boltstreak the iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Dex dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +5% nature +3% lightning Acc +5 (+5 eff.) ----- def ----- Resists +11% nature Phys.save +3 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Porovea' (dig speed 18 turns) dwarven-steel pickaxe 'Porovea' (dig speed 18 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +2 Dex +2 Cun ----- def ----- Fatigue -6% Crit.chn- 15.00% ---------- misc Spell.cld 10% Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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 Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 108% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
powerful iron torque of clear mind [power 1] (20/25 cooldown) powerful iron torque of clear mind [power 1] (20/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psionic shield [power 113] (20/32 cooldown) supercharged dwarven-steel torque of psionic shield [power 113] (20/32 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 113 for 5 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Phlegmpain' [power 116] (20/15 cooldown) elm totem of stinging 'Phlegmpain' [power 116] (20/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% * 20 arcane resource burn ----- def ----- Resists +5% arcane Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of healing [power 338] (20/17 cooldown) supercharged yew totem of healing [power 338] (20/17 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Hyrelen [power 212] (20/15 cooldown) Hyrelen [power 212] (20/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- S.pwr/crit +4 Phasing +30% ----- def ----- Resists +6% lightning Phys.save +12 (+6 eff.) Die.at -20.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 44 lightning damage and will be dazed for 1 turn (224 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pitchwish [power 140] (20/10 cooldown) Pitchwish [power 140] (20/10 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 10% chance to reduce damage dealt by 17% * 10% chance to reduce armor by 32% ----- def ----- Resists +3% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (148 total damage) Puts all charms on 10 cooldown 100% to reduce fatigue by 24% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of shielding [power 182] (20/20 cooldown) evasive ash wand of shielding [power 182] (20/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 17% 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. |
yew wand of conjuration 'Tempestrazor' [power 215] (20/15 cooldown) yew wand of conjuration 'Tempestrazor' [power 215] (20/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +3% cold +6% fire +12% darkness +3% mind Max.HP +20.00 Fire a magical bolt dealing 228 fire damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By bonk the Ogre Alchemist level 15
56th Dusk 122nd year of Ascendancy at 05:29 see stats
By bonk the Ogre Alchemist level 21
8th Decay 122nd year of Ascendancy at 01:08 see stats
By bonk the Ogre Alchemist level 10
41st Dusk 122nd year of Ascendancy at 07:00 see stats
By bonk the Ogre Alchemist level 20
75th Haze 122nd year of Ascendancy at 14:32 see stats
By bonk the Ogre Alchemist level 19
9th Haze 122nd year of Ascendancy at 15:56 see stats
By bonk the Ogre Alchemist level 20
76th Haze 122nd year of Ascendancy at 02:48 see stats
By bonk the Ogre Alchemist level 18
61st Dusk 122nd year of Ascendancy at 09:04 see stats
By bonk the Ogre Alchemist level 9
40th Dusk 122nd year of Ascendancy at 13:00 see stats
By bonk the Ogre Alchemist level 9
8th Mirth 122nd year of Ascendancy at 21:04 see stats
By bonk the Ogre Alchemist level 15
57th Dusk 122nd year of Ascendancy at 07:20 see stats
Log
Bonk is free from the ice.
Burb the snow giant champion uses Implant: Steam Generator.
Veligakira the snow giant uses Set Up.
Veligakira the snow giant is moving defensively!
Bonk rearms.
Fire drake hatchling is encased in ice!
The psionic shield around Burb the snow giant champion crumbles.
Burb the snow giant champion is encased in ice!
Losselhing's ice storm area effect hits Porisemira the grizzly bear for 19 cold damage.
Losselhing's ice storm area effect hits Burb the snow giant champion for (6 absorbed), 5 cold (5 total damage).
Losselhing's ice storm area effect hits Veligakira the snow giant for (13 flat reduction), 0 cold (0 total damage).
Losselhing's ice storm area effect hits Fire drake hatchling for 21 cold damage.
Burb the snow giant champion casts Ice Storm.
Veligakira the snow giant throws two quick punches.
Veligakira the snow giant forces the iceblock to shatter.
Veligakira the snow giant hits Iceblock for 6 cold, 189 physical, 6 cold (200 total damage).
Veligakira the snow giant is free from the ice.
Bonk is not stunned anymore.
Burb the snow giant champion forces the iceblock to shatter.
Burb the snow giant champion's ice storm area effect hits Iceblock for 53 cold, 53 cold (106 total damage).
Burb the snow giant champion is free from the ice.
Veligakira the snow giant casts Mind Disruption.
Bonk shrugs off the effect 'Confused'!
Porisemira the grizzly bear uses Flurry.
Porisemira the grizzly bear performs a melee critical strike against bonk!
Porisemira the grizzly bear performs a melee critical strike against bonk!
Melee retaliation hits Porisemira the grizzly bear for 4 mind, 2 mind, 4 mind, 2 mind, 2 mind, 4 mind (19 total damage).
Porisemira the grizzly bear hits bonk for 76 physical, 40 physical, 10 darkness, 71 physical, 58 physical (255 total damage).
bonk the level 22 ogre alchemist was ground to death by Porisemira the grizzly bear on level 4 of Daikara.