
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 25 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Lisyrena the elven cultist at level 25 on the 19th Stralite 123rd year of Ascendancy at 09:32 / 1 |
Primary Stats
| Strength | 52 (base 48) |
| Dexterity | 62 (base 55) |
| Constitution | 16 (base 10) |
| Magic | 14 (base 12) |
| Willpower | 24 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | -177/434 |
| Mana | 174/314 |
| Stamina | 61/207 |
| Positive | 98/122 |
| Healing Factor | 1.5045771506546 |
| Regeneration | 0.37614428766365 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 45 |
| Crit Chance | 31% |
| APR | 11 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Cold | +15% |
| Physical | +10% |
| Mind | +5% |
| Fire | +10% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 49 (74.687909656376%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 14 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 58%( 70%) |
| All | + 24%( 70%) |
| Physical | + 37%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 31%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (5/5)
| 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 112 damage for 4 turns. Its effects scale with your Constitution 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 58 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 256 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 4 turns. Its effects scale with your Dexterity 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 82 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. |
Class Talents
| Technique / Archery prowess | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed pouch of bone giant dust. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | 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. |
| Quiver | barbed quiver of elm arrows of crippling (16/16, 24-33 power, 5 apr)3.0 T1 arrow ammo [Ego++] Master Power 23.5 - 32.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +17.0% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | 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. |
| On head | linen wizard hat 'Yvowe' (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +3% temporal +6% fire +9% mind +5% cold Max.HP +40.00 Blind- +10% A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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 | warrior's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +4 Resists +20% lightning Rings make your fingers look great! |
| On fingers | rogue's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+1 eff.) Resists +20% fire Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | stone warden's rough leather gloves of archery (0 def, 7 armour)1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Cun +6 Con dps ---------- Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +7 Hardiness +5% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 27.57 to 34.47 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Belimibretta (7 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +7 (+2 eff.) Resists +3% temporal Crit.chn- 15.00% Phys.save +9 (+5 eff.) Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Boragen0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +16 Resists +5% arcane Heal.mod +20% Blind- +16% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 94; 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 instantly heal yourself for 94 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 100; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 100 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 Dexterity 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 Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 222; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 222 damage for 4 turns. Its effects scale with your Cunning 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 Press to compare to your current inscriptions |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+10 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Bleaksorrow the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +8 Con dps ---------- Phys.crit +2.0% Mov.spd +10% Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Defense +10 (+3 eff.) Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +3.50 Amulets make your neck look great! |
gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.15 Max.mana +20.00 Amulets make your neck look great! |
gladiator's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+2 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 143% 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! |
mule's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Fatigue -5% Resists +20% light ---------- misc Max.enc +22 Rings make your fingers look great! |
titan's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
warrior's steel ring of misery0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +2 Str dps ---------- Melee+ 6 physical Ranged+ 7 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 19 On Hit (Ranged): * 11% chance to reduce all saves and defense by 19 ----- def ----- Armour +4 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
wizard's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Spell.save +6 (+6 eff.) Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+4 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Gydatira (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +41 fire While equipped: Stats +2 Con dps ---------- All.spd +8% Res.pen +19% fire Acc +20 (+7 eff.) ----- def ----- Resists +9% blight +15% fire Silence- +20% Knockbk- +20% ---------- misc Stam/turn +3.00 Massive two-handed swords. |
enhanced elm longbow4.0 T1 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +5 Str +5 Dex +6 Mag +6 Wil +6 Cun +5 Con Longbows are used to shoot arrows at your foes. |
enhanced yew longbow4.0 T3 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +8 Str +14 Dex +6 Mag +8 Wil +9 Cun +9 Con Longbows are used to shoot arrows at your foes. |
yew longbow of enduring4.0 T3 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Con +11 Wil ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots (17/17, 14-16 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
Blackfire Aegis (8 def, 18 armour, 235 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +8 (+7 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+3 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
verdant linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +5% blight +7% all Max.HP +49.00 HP.reg +1.70 Heal.mod +10% Poison- +21% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yvama (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Con +2 Mag dps ---------- Dmg.mod +21% mind +12% fire ----- def ----- Resists +18% fire +21% mind +9% all ---------- misc See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Murkbutcher (13 def, 7 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Melee+ 5 fire Ranged+ 6 fire Res.pen +5% darkness Apr +3 ----- def ----- Armour +7 Defense +13 (+3 eff.) Fatigue +6% Resists +13% fire +12% physical A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
radiant stralite plate armour of lightning resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +13 Fatigue +22% Resists +18% blight +14% darkness +19% lightning ---------- misc Light +1 A suit of armour made of metal plates. |
Blizzardriver1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% cold Melee Ret 6 darkness ----- def ----- Resists +6% nature +6% cold Max.HP +33.00 A belt that goes around your waist. |
Duathelgasher1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% darkness Max.HP +31.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
Lightrot1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck dps ---------- Dmg.mod +9% light +3% nature Res.pen +10% light Melee Ret 4 acid ----- def ----- Resists +3% acid +3% nature Stealth +6 ---------- misc T.Disarm +7 Light +2 Infravis +3 A belt that goes around your waist. |
Voruta the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% arcane ----- def ----- Defense +9 (+2 eff.) Resists +9% nature Phys.save +6 (+3 eff.) Stealth +5 Cut- +10% A belt that goes around your waist. |
Xanurin the Splendourrip1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Resists +3% lightning +6% fire +6% cold ---------- misc Light +3 A belt that goes around your waist. |
nightruned rough leather belt of resilience1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +6% light +6% darkness Max.HP +31.00 A belt that goes around your waist. |
rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
monstrous hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +12 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
nightruned hardened leather belt of burglary1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +7% light +8% darkness Stealth +7 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
nightruned hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +9 Resists +7% light +7% darkness Create a temporary shield that absorbs 221 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Cracklerend (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +9% lightning Melee Ret 2 lightning ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerisekira the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +9% arcane +6% blight Res.pen +10% temporal Phasing +10% ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Floeripper' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+0 eff.) Resists +24% cold Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +4 Mag +2 Wil +2 Cun ----- def ----- Defense +2 (+0 eff.) Spell.save +6 (+6 eff.) ---------- misc Max.mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porydheth the pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +2 Resists +21% acid +3% cold Crit.chn- 5.00% ---------- misc Infravis +2 See.Invis +6 A pair of boots made of leather. |
Shimmercut (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% mind Res.pen +20% lightning Melee Ret 8 mind ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Hate/m.crit +1.00 Light +3 A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.30 Max.stam +15.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Offalstreaker (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +9% acid Melee Ret 2 nature ----- def ----- Armour +1 Resists +6% acid +9% 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. |
aegis linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Shield.pwr +5% HP.reg +1.60 A pointy cloth hat, very wizardly... |
grounding linen wizard hat of frost (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal +15% cold A pointy cloth hat, very wizardly... |
Natureknight (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Dmg.mod +18% acid +3% nature +6% light Res.pen +15% nature Apr +6 Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +3% Resists +6% light +6% acid A cap made of leather. |
miner's hardened leather cap of constitution (+4) (0 def, 5 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
276 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. |
Beluldatta2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +1 Wil +5 Con ---------- misc Light +5 Infravis +1 See.Invis +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. |
brass lantern 'Eilinadalle'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% acid ----- def ----- Resists +6% nature +6% light Mind.save +5 (+3 eff.) Silence- +10% ---------- misc Light +3 See.Stealth +6 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. |
ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+6 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cleanserend (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -5% Resists +3% cold +9% fire +3% light +3% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Glorasema' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Cun +1 Str dps ---------- Mind.pwr +5 (+2 eff.) Acc +4 (+2 eff.) ----- def ----- Resists +3% lightning Poison- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Snowdeath' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% cold Res.pen +10% fire Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Resists +9% acid +3% cold +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
piercing ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hale the Shalore Archer level 16
28th Dearth 122nd year of Ascendancy at 19:16 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Hale the Shalore Archer level 18
42nd Dearth 122nd year of Ascendancy at 17:51 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Hale the Shalore Archer level 10
7th Wealth 122nd year of Ascendancy at 22:38 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Hale the Shalore Archer level 20
18th Shortage 122nd year of Ascendancy at 14:42 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Hale the Shalore Archer level 23
16th Steel 123rd year of Ascendancy at 04:29 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Hale the Shalore Archer level 5
19th Voratun 122nd year of Ascendancy at 04:11 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Hale the Shalore Archer level 6
8th Profit 122nd year of Ascendancy at 20:34 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Hale the Shalore Archer level 15
14th Dearth 122nd year of Ascendancy at 10:58 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hale the Shalore Archer level 25
16th Stralite 123rd year of Ascendancy at 09:33 see stats
Log
Hale is recovering from the damage!
Lisyrena the elven cultist misses Hale.
Elven cultist casts Timeless.
Hale's Shoot misses Xasep the wretchling.
Lisyrena the elven cultist hits Hale for (32 reacted , -5 stam), 74 blight, 60 blight (133 total damage).
Elven cultist casts Soul Rot.
Hale reacts to damage from Elven cultist's Soul Rot, mitigating the blow!.
Hale is afflicted by a rotting disease!
Elven cultist's Soul Rot hits Hale for (50 reacted , -5 stam), 116 blight (116 total damage).
Rotting Disease from Elven cultist hits Hale for 32 blight damage.
Weakness Disease from Lisyrena the elven cultist hits Hale for 28 blight damage.
Elven guard hits Hale for 48 physical, 9 arcane (57 total damage).
Deadly Poison from Xasep the wretchling hits Hale for 9 nature damage.
Decrepitude Disease from Elven cultist hits Hale for 40 blight damage.
Lisyrena the elven cultist casts Soul Rot.
Lisyrena the elven cultist misses Hale.
Lisyrena the elven cultist misses Hale.
Elven cultist misses Hale.
Hale reacts to damage from Lisyrena the elven cultist's Soul Rot, mitigating the blow!.
Xasep the wretchling is unstoppable!
Overkill hits Elven guard for 37 blight damage.
Overkill hits Elven warrior for 37 blight damage.
Overkill hits Elven cultist for (33 flat reduction), 0 blight (0 total damage).
Overkill hits Elven guard for 37 blight damage.
Overkill hits Xasep the wretchling for (37 refused), 0 blight (0 total damage).
Overkill hits Elven cultist for (30 stormshielded), 0 blight (0 total damage).
Overkill hits Elven cultist for 27 blight damage.
Lisyrena the elven cultist's Soul Rot hits Hale for (40 reacted , -5 stam), 93 blight (93 total damage).
Hale the level 25 shalore archer was poxed to death by Lisyrena the elven cultist on level 2 of Dark crypt.
You are no longer encumbered.









































































































