Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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.
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:
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:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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. 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 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: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 28 / 80% |
Size | huge |
Lifes / Deaths | Killed by Aeryda the faeros at level 28 on the 2nd Dusk 123rd year of Ascendancy at 16:55 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 77 (base 55) |
Dexterity | 61 (base 60) |
Constitution | 28 (base 10) |
Magic | 8 (base 10) |
Willpower | 29 (base 10) |
Cunning | 19 (base 11) |
Resources
Life | -173/954 |
Stamina | 199/293 |
Equilibrium | 100 |
Healing Factor | 1.1456298990388 |
Regeneration | 6.0145569699538 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 96 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 55 |
Crit Chance | 19% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Darkness | +3% |
Blight | +15% |
Mind | +6% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Fire | +28% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (41.286633628497%) |
Defense | 45 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 27 |
Mental Save | 16 |
Defense: Resistances
Acid | + 24%( 70%) |
Arcane | + 7%( 70%) |
Cold | + 30%( 70%) |
All | + 3%( 70%) |
Lightning | + 43%( 70%) |
Physical | + 13%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 26%( 70%) |
Mind | + 11%( 70%) |
Fire | + 22%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 0% |
Confusion Resistance | 50% |
Knockback Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 626% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Thuggery | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
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 Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. You have been shown a secret entrance to his stronghold. | 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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 red crystal shard. * You've found the needed minotaur nose. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Runygohor the pair of iron boots (0 def, 5 armour) Runygohor the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Armour +5 Fatigue +2% Resists +6% darkness Die.at -40.00 life Max.HP +40.00 ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Silolaith the brass lantern Silolaith the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Armour +4 Resists +5% arcane +9% mind +3% all Spell.save +7 (+3 eff.) Die.at -80.00 life Max.HP +100.00 Knockbk- +20% ---------- misc 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 | Hellsspawner (0 def, 5 armour) Hellsspawner (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Mind.crit +3% Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind +10% blight Res.pen +15% fire ----- def ----- Armour +5 Fatigue +5% Resists +18% lightning +15% temporal +14% cold +11% fire +10% acid ---------- misc Equi/ret +0.04 A cap made of leather. It was corrupted by the digestive sack. |
On hands | heroic hardened leather gloves of the nighthunter (0 def, 7 armour) heroic hardened leather gloves of the nighthunter (0 def, 7 armour)1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +7 Resists +6% darkness Mind.save +6 (+5 eff.) Max.HP +40.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 21.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | Pitchblow Pitchblow0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +3% darkness Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Resists +9% lightning +6% darkness Phys.save +12 (+5 eff.) Blind- +20% Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
In main hand | Corpathus (150% power, 12 apr) Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +21.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +30.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Around waist | hardened leather belt 'Hellbreak' hardened leather belt 'Hellbreak'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% fire Against +28% Summoned Apr +2 ----- def ----- Resists +9% fire D.Red.from +17% Summoned Die.at -40.00 life ---------- misc Max.stam +20.00 A belt that goes around your waist. |
In off hand | Darkstone (137% power, 9 apr) Darkstone (137% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 137% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 darkness Against +8% Living On Hit.r1 +12 mind On Crit.r2 +29 fire On Hit: * 20% chance to reduce damage dealt by 17% * 20% chance to reduce all saves and defense by 21 On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+2 eff.) All.spd +4% Res.pen +13% fire ----- def ----- Resists +6% darkness Sharp, short and deadly. |
Cloak | Skyhue (2 def, 5 armour) Skyhue (2 def, 5 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +6 Str +2 Dex +4 Con ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +15% lightning +14% cold +6% nature +12% acid Phys.save +8 (+3 eff.) Spell.save +14 (+7 eff.) Max.HP +40.00 ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
movement infusion of the wizard (speed 614%; cd 9) movement infusion of the wizard (speed 614%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 614% 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 Magic 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 |
wild infusion of the duelist (res 27%; physical; dur 4; cd 14) wild infusion of the duelist (res 27%; physical; 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 physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 |
Turuvor the Snowpain Turuvor the Snowpain0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +5% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +11% light +3% cold +12% darkness +5% arcane Blind- +22% Amulets make your neck look great! |
clarifying copper amulet of willpower (+3) clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
copper amulet 'Bethoriarin' copper amulet 'Bethoriarin'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Armour +4 Resists +9% cold Disarm- +20% Amulets make your neck look great! |
Ereloyagund Ereloyagund0.1 T2 amulet jewelry [Rare] Disrupt While equipped: ----- def ----- Armour +4 Resists +12% blight +15% cold +14% nature Phys.save +12 (+5 eff.) Spell.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +20% Poison- +24% Disease- +26% Amulets make your neck look great! |
Hailknave Hailknave0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% light +3% cold Res.pen +5% blight Melee Ret 4 blight 4 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +9% blight +6% cold Phys.save +9 (+4 eff.) Max.HP +40.00 HP.reg +4.00 Amulets make your neck look great! |
Eremakalthodunarain Eremakalthodunarain0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Str +2 Dex +4 Mag +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +9% arcane ----- def ----- Resists +18% light +20% darkness Mind.save +5 (+4 eff.) Blind- +28% Confus- +13% ---------- misc Light +1 Amulets make your neck look great! |
Flamevagrant Flamevagrant0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +5 Defense +7 (+2 eff.) Resists +9% fire +18% temporal Res.Cap +4% all Phys.save +13 (+5 eff.) Pinning- +27% Knockbk- +28% Amulets make your neck look great! |
copper ring 'Manarim' copper ring 'Manarim'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Cun dps ---------- Dmg.mod +6% acid ----- def ----- Defense +6 (+2 eff.) Resists +3% mind Rings make your fingers look great! |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
marksman's copper ring of sensing marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Belariakira the steel ring Belariakira the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +1 Wil +6 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +12 (+4 eff.) Resists +20% lightning ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Cyrille Cyrille0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +5 (+2 eff.) Resists +24% lightning +12% temporal +3% nature +3% darkness Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) Pinning- +20% Rings make your fingers look great! |
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 3 tidal wave that expands slowly over 7 turns, dealing 11.56 cold and 11.56 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. |
mule's steel ring of lightning (+22%) mule's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -6% Resists +22% lightning ---------- misc Max.enc +22 Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
titan's gold ring of misery titan's gold ring of misery0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Melee+ 11 physical Ranged+ 17 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 21 On Hit (Ranged): * 15% chance to reduce all saves and defense by 21 ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
Stormfront (136% power, 15 apr) Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 136% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
steel longsword 'Blazetyphoon' (110% power, 3 apr) steel longsword 'Blazetyphoon' (110% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Str dps ---------- Res.pen +25% lightning Acc +5 (+2 eff.) Apr +2 ----- def ----- Resists +6% light Phys.save +9 (+4 eff.) Die.at -20.00 life ---------- misc Max.stam +30.00 Sharp, long, and deadly. |
Terab (108% power, 2 apr) Terab (108% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +6 Wil +1 Cun +10 Con dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) ----- def ----- Max.HP +11.00 ---------- misc Psi/ret +0.04 Max.hate +4.00 Blunt and deadly. |
steel waraxe 'Liselaith' (101% power, 3 apr) steel waraxe 'Liselaith' (101% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Disrupt Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Against +7% Unnatural On Hit: * 12 arcane resource burn While equipped: Stats +1 Str +1 Mag +9 Wil +6 Con ----- def ----- Resists +6% light +6% acid Max.HP +12.00 One-handed war axes. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Toruthel the Nightraider (100% power, 24 apr, mind damage) Toruthel the Nightraider (100% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 10% chance to reduce armor by 9% While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +16.00% Mind.pwr +6 (+3 eff.) Dmg.mod +12% darkness Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce damage dealt by 17% * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +9% acid +9% darkness ---------- misc 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. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.90 to 119.70 lightning damage (79.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Morbusvalor (6 def, 4 armour) Morbusvalor (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +2 Mag +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Spell.pwr +10 (+5 eff.) S.pwr/crit +4 Res.pen +15% arcane +10% nature On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +16 (+10 eff.) A suit of armour made of mail. |
hardened leather belt 'Zubirialaith' hardened leather belt 'Zubirialaith'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +5 Dex +7 Wil +8 Cun +7 Lck ----- def ----- Resists +12% acid Stealth +8 ---------- misc T.Disarm +15 Infravis +5 A belt that goes around your waist. |
Poremina the Prismvenom (1 def, 0 armour) Poremina the Prismvenom (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +3% blight Max.HP +32.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadowjustice the linen cloak (1 def, 6 armour) Shadowjustice the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +1 Wil +3 Cun dps ---------- Res.pen +10% darkness ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% light +12% cold ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Coalripper the pair of dwarven-steel boots (0 def, 4 armour) Coalripper the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal +9% acid ---------- misc Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zeruhad the Chargerazor (0 def, 4 armour) Zeruhad the Chargerazor (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +5 Con dps ---------- Dmg.mod +24% lightning +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +9% light ---------- misc Infravis +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Coalsweeper the rough leather gloves (0 def, 1 armour) Coalsweeper the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Disrupt While equipped: Stats +5 Cun +3 Mag dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Resists +7% blight +7% darkness +8% arcane Affinity +6% nature Spell.save +10 (+5 eff.) ---------- misc Infravis +2 Masteries +0.20 Wild-gift/Antimagic 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. |
Tidewake the rough leather gloves (0 def, 1 armour) Tidewake the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Resists +6% cold HP.reg +2.00 ---------- misc Stam/turn +3.70 Max.stam +11.00 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. |
naturalist's hardened leather gloves (0 def, 2 armour) naturalist's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +6% nature ----- def ----- Armour +2 Resists +7% nature 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. |
Porima (10 def, 2 armour) Porima (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +5.00% Phys.pwr +12 (+3 eff.) Dmg.mod +15% physical Res.pen +10% physical ----- def ----- Armour +2 Defense +10 (+3 eff.) Fatigue +3% Resists +12% lightning Phys.save +6 (+3 eff.) 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. |
Relguthad (16 def, 10 armour) Relguthad (16 def, 10 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +11 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +10 Defense +16 (+5 eff.) ---------- misc Hate/m.crit +4.00 Max.hate +4.00 A pointy cloth hat, very wizardly... |
Vorayawe (0 def, 1 armour) Vorayawe (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +4 Wil ----- def ----- Armour +1 Fatigue +1% Resists +3% fire Confus- +20% Stun/Frz- +10% ---------- misc Light +1 Skullcr.mult +1 Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 269.7 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Cyrulratta (0 def, 7 armour) Cyrulratta (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% arcane +6% mind Res.pen +5% mind ----- def ----- Armour +7 Fatigue +5% Resists +1% physical +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisawe the dwarven-steel helm (0 def, 4 armour) Lisawe the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +2 Dex +8 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +18% blight ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Adoressra Adoressra2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Mag +5 Con ----- def ----- Resists +3% cold Phys.save +3 (+2 eff.) Mind.save +6 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 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.(82 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Duskbright' brass lantern 'Duskbright'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +10% darkness ----- def ----- Resists +6% light Mind.save +6 (+5 eff.) ---------- misc Psi/ret +0.04 Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cracklekarma (dig speed 29 turns) Cracklekarma (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +6% nature Acc +4 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +12% lightning ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 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. |
soothing steel torque of psionic shield [power 43] (25 cooldown) soothing steel torque of psionic shield [power 43] (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
powerful ash totem of healing [power 206] (15 cooldown) powerful ash totem of healing [power 206] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Itari the Krog Marauder level 20
4th Allure 123rd year of Ascendancy at 06:53 see stats
By Itari the Krog Marauder level 10
13rd Haze 122nd year of Ascendancy at 13:49 see stats
By Itari the Krog Marauder level 23
79th Regrowth 123rd year of Ascendancy at 22:23 see stats
By Itari the Krog Marauder level 10
8th Mirth 122nd year of Ascendancy at 23:59 see stats
By Itari the Krog Marauder level 20
2nd Decay 122nd year of Ascendancy at 10:16 see stats
By Itari the Krog Marauder level 20
4th Regrowth 123rd year of Ascendancy at 11:44 see stats
By Itari the Krog Marauder level 26
78th Pyre 123rd year of Ascendancy at 08:58 see stats
By Itari the Krog Marauder level 7
3rd Mirth 122nd year of Ascendancy at 05:04 see stats
By Itari the Krog Marauder level 23
80th Regrowth 123rd year of Ascendancy at 00:36 see stats
By Itari the Krog Marauder level 22
47th Regrowth 123rd year of Ascendancy at 10:01 see stats
By Itari the Krog Marauder level 15
60th Haze 122nd year of Ascendancy at 10:29 see stats
Log
Something hits Itari for 50 fire damage.
Aeryda the faeros is no longer evading attacks.
Aeryda the faeros uses Noggin Knocker.
Aeryda the faeros's Noggin Knocker performs a ranged critical strike against Itari!
Itari reacts to an attack from Aeryda the faeros's Noggin Knocker, mitigating the blow!.
Itari resists the stunning shot!
Itari's Rush is disrupted by his wounds!
Aeryda the faeros's Noggin Knocker performs a ranged critical strike against Itari!
Itari resists the stunning shot!
Aeryda the faeros's Noggin Knocker misses Itari.
Itari's manaburn arcane area effect hits Itari for 0 arcane damage.
Itari's manaburn arcane area effect hits Aeryda the faeros for 44 arcane damage.
Aeryda the faeros's Noggin Knocker hits Itari for (57 reacted , -4 stam), 151 physical (151 total damage).
Aeryda the faeros's Noggin Knocker hits Itari for 94 physical damage.
Itari receives 1 healing from Bloodcaller.
Talent Antimagic Shield is ready to use.
Talent Drake-Infused Blood is ready to use.
Bleeding from Aeryda the faeros hits Itari for 101 physical damage.
Burning from Aeryda the faeros hits Itari for 12 fire damage.
--------------------------------
Itari uses Windblade.
Itari misses Aeryda the faeros.
Aeryda the faeros cleverly deflects the attack with his shield!
Aeryda the faeros repels an attack from Itari.
Aeryda the faeros uses Kneecapper.
Itari is pinned to the ground.
Aeryda the faeros's Kneecapper hits Itari for 116 physical damage.
Itari stops burning.
Bleeding from Aeryda the faeros hits Itari for 101 physical damage.
Itari the level 28 krog marauder was smashed to death by Aeryda the faeros on level 2 of Mark of the Spellblaze.