Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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! 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 | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 24 / 57% |
Size | small |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 51st Regrowth 123rd year of Ascendancy at 18:09 / 2Killed by faerlhing at level 24 on the 72nd Regrowth 123rd year of Ascendancy at 04:26 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 17) |
Dexterity | 68 (base 53) |
Constitution | 17 (base 16) |
Magic | 11 (base 10) |
Willpower | 22 (base 10) |
Cunning | 67 (base 38) |
Resources
Life | -207/553 |
Stamina | 149/199 |
Equilibrium | 0 |
Healing Factor | 1.112941519274 |
Regeneration | 5.8429429761885 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 42.470072216238 |
See Invisible | 42.470072216238 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 69 |
Accuracy | 50 |
Crit Chance | 31% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 38 |
Accuracy | 50 |
Crit Chance | 29% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
All | 0% |
Physical | +7% |
Cold | +15% |
Nature | +3% |
Offense: Damage Penetration
Physical | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 54 (38.594633868923%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0.92380522168512 |
Physical Save | 28 |
Spell Save | 15 |
Mental Save | 29 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 30%( 70%) |
Light | + 6%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 3%( 70%) |
Mind | + 20%( 70%) |
Fire | + 12%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 33% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
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 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Cunning by +5. | 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 worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 Shade. | 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. * 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 the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. | 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 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 | 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 (+1 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. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
On head | iron helm 'Voidrage' (0 def, 5 armour) iron helm 'Voidrage' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Spell.save +3 (+3 eff.) Heal.mod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gidheta (5 def, 9 armour) Gidheta (5 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Mag +3 Wil +1 Cun dps ---------- Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +3% Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Erigalen the yew totem of healing [power 242] (13 cooldown) Erigalen the yew totem of healing [power 242] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +9% acid Phys.save +9 (+4 eff.) Blind- +20% Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 13 cooldown 100% to heal for 61. Natural totems are made by powerful wilders to store nature power. |
On fingers | Erelynik Erelynik0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +6% nature +3% physical Mind.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | Velasema Velasema0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +2 Resists +12% fire +5% arcane +6% temporal HP.reg +5.00 Stun/Frz- +20% Rings make your fingers look great! |
Around neck | gold amulet 'Pusenvy' gold amulet 'Pusenvy'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% nature ----- def ----- Armour +6 Defense +20 (+5 eff.) Resists +20% mind Confus- +33% Amulets make your neck look great! |
In main hand | truestriking dwarven-steel dagger (21-27 power, 7 apr) truestriking dwarven-steel dagger (21-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 21.0 - 27.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +10 (+3 eff.) Apr +5 Sharp, short and deadly. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | slime-covered iron dagger of massacre (16-21 power, 5 apr) slime-covered iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt/Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 6% chance to slow global speed by 52% Sharp, short and deadly. |
Cloak | cashmere cloak 'Chargebright' (7 def, 0 armour) cashmere cloak 'Chargebright' (7 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Defense +7 (+2 eff.) Resists +12% lightning +3% temporal +3% nature +6% light Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Broduyadur the hardened leather armour (9 def, 16 armour) Broduyadur the hardened leather armour (9 def, 16 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Apr +1 Melee Ret 4 physical ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +8% Resists +18% lightning Disease- +20% A suit of armour made of leather. |
Inventory
healing infusion (heal 66; cd 12) healing infusion (heal 66; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 83; 17 cd) regeneration infusion (heal 83; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 83 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 176; 12 cd) regeneration infusion (heal 176; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 30%; mental; dur 4; cd 13) wild infusion of the sneak (res 30%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 29%; physical; dur 3; cd 12) wild infusion of the sneak (res 29%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Cureveil the copper amulet Cureveil the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% nature +3% cold Res.pen +10% darkness Melee Ret 8 nature 6 cold ----- def ----- Resists +3% nature Amulets make your neck look great! |
Cyranor the Murkreaper Cyranor the Murkreaper0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Wil +2 Cun dps ---------- Res.pen +5% acid ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +3% darkness Res.Cap +4% all Crit.chn- 10.00% Phys.save +12 (+6 eff.) Amulets make your neck look great! |
Fanged Collar 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 (+7 eff.) Spell.save +15 (+10 eff.) Mind.save -7 (-4 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. |
mindweaver's gold amulet mindweaver's gold amulet0.1 T3 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +16% Amulets make your neck look great! |
starlit steel amulet of strength (+3) starlit steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% light +12% darkness Blind- +26% Amulets make your neck look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
pixie's steel ring pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) Rings make your fingers look great! |
psionicist's steel ring of perseverance psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of nature (+22%) rogue's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +4 (+1 eff.) Resists +22% nature Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Aerukor the Duathelquill (12-16 power, 6 apr) Aerukor the Duathelquill (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Nature/Psionic Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 cold On Crit.r2 +18 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Str +4 Dex dps ---------- All.spd +2% Res.pen +9% fire Melee Ret 6 darkness ---------- misc See.Invis +6 Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex 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. |
acidic iron dagger of massacre (16-21 power, 5 apr) acidic iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
stralite dagger of corruption (30-38 power, 9 apr) stralite dagger of corruption (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane Power 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 4 Sharp, short and deadly. |
penetrating yew longbow penetrating yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
Everpyre Blade (38-53 power, 10 apr) Everpyre Blade (38-53 power, 10 apr)3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
dwarven-steel longsword (25-35 power, 4 apr) dwarven-steel longsword (25-35 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
slime-covered dwarven-steel longsword of dampening (22-30 power, 4 apr) slime-covered dwarven-steel longsword of dampening (22-30 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Disrupt Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 11% chance to slow global speed by 52% While equipped: ----- def ----- Resists +8% acid +9% lightning +13% cold +7% fire +5% all Spell.save +10 (+7 eff.) Sharp, long, and deadly. |
steel longsword of persecution (16-23 power, 3 apr) steel longsword of persecution (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Against +11% Unnatural While equipped: Stats +2 Wil Sharp, long, and deadly. |
warbringer's dwarven-steel longsword (22-30 power, 4 apr) warbringer's dwarven-steel longsword (22-30 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +11 (+5 eff.) Res.pen +7% physical ----- def ----- Disarm- +17% Sharp, long, and deadly. |
honing vined mindstar of sand (5-6 power, 18 apr, mind damage) honing vined mindstar of sand (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 8 physical Dmg.mod +7% physical Res.pen +10% physical ----- def ----- Resists +11% physical ---------- 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. |
warden's reinforced leather sling of piercing warden's reinforced leather sling of piercing4.0 T4 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% temporal +9% physical Res.pen +5% temporal +8% physical +7% all Acc +10 (+3 eff.) Apr +11 ---------- misc Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element) Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+9 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 13 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
earthen ash starstaff of channeling (15-18 power, 3 apr, physical element) earthen ash starstaff of channeling (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+6 eff.) Dmg.mod +15% physical ----- def ----- Armour +4 Hardiness +3% Phys.save +4 (+2 eff.) ---------- misc Mana/turn +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of channeling (24-29 power, 4 apr, physical element) potent yew starstaff of channeling (24-29 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +22 (+8 eff.) Dmg.mod +24% physical ---------- misc Mana/turn +0.30 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of might (25-30 power, 5 apr, arcane element) shimmering elven-wood magestaff of might (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +12 (+5 eff.) Dmg.mod +25% arcane ---------- misc Mana/turn +0.21 Max.mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff (20-24 power, 4 apr, fire element) shimmering yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.20 Max.mana +49.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood starstaff of might (25-30 power, 5 apr, light element) void walker's elven-wood starstaff of might (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +12 (+5 eff.) Dmg.mod +25% light ----- def ----- Resists +7% darkness +8% temporal Def/telep +10 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced blue-steel trident of daylight (18-29 power, 8 apr) balanced blue-steel trident of daylight (18-29 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Arcane/Master Power 18.0 - 28.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +10 light Against +13% Undead While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced deep-steel trident of corruption (28-44 power, 10 apr) balanced deep-steel trident of corruption (28-44 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 27.5 - 44.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +35% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful deep-steel trident of shearing (26-41 power, 10 apr) hateful deep-steel trident of shearing (26-41 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 25.5 - 40.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living While equipped: dps ---------- Res.pen +12% all Acc +10 (+3 eff.) Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking blue-steel trident of erosion (18-28 power, 8 apr) truestriking blue-steel trident of erosion (18-28 power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Nature/Master Power 17.5 - 28.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Res.pen +10% physical Acc +10 (+3 eff.) Apr +7 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's deep-steel trident (27-43 power, 10 apr) warbringer's deep-steel trident (27-43 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +7% physical ----- def ----- Disarm- +21% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel waraxe (19-27 power, 4 apr) dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
Scorpion's Tail (28-31 power, 8 apr) Scorpion's Tail (28-31 power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+3 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
rough leather belt 'Kilnwalker' rough leather belt 'Kilnwalker'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +3% fire Res.pen +10% fire ----- def ----- Resists +3% lightning +3% temporal +6% darkness +3% blight Phys.save +5 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Yvesena' rough leather belt 'Yvesena'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 2 mind ----- def ----- Resists +6% lightning +6% temporal ---------- misc Max.psi +10.00 See.Invis +12 A belt that goes around your waist. |
linen cloak 'Beleth' (1 def, 2 armour) linen cloak 'Beleth' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +3% darkness Phys.save +9 (+4 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 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 implacability (1 def, 0 armour) resilient linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life 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. |
cashmere robe of life (0 def, 0 armour) cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +11% all Max.HP +43.00 HP.reg +2.60 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamuvon the pair of iron boots (0 def, 3 armour) Chamuvon the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +3% blight Res.pen +15% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +3 Fatigue -3% Resists +6% blight Phys.save +7 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
stealthy pair of hardened leather boots of speed (0 def, 3 armour) stealthy pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: Stats +7 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +3 Stealth +6 A pair of boots made of leather. |
iron gauntlets 'Vorilaith' (0 def, 1 armour) iron gauntlets 'Vorilaith' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +1 Wil +2 Con dps ---------- Melee+ 6 mind Dmg.mod +4% mind Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +5% mind ---------- misc Light +3 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. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Melee+ 7 cold Dmg.mod +6% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of dexterity (+2) (0 def, 2 armour) restful hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 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. |
Emulemina the dwarven-steel helm (0 def, 4 armour) Emulemina the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +4 Fatigue +4% Phys.save +15 (+7 eff.) HP.reg +4.00 Cut- +20% ---------- misc Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aegis cashmere wizard hat (2 def, 0 armour) aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% HP.reg +2.30 A pointy cloth hat, very wizardly... |
cashmere wizard hat of fire (+18%) (2 def, 0 armour) cashmere wizard hat of fire (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Defense +2 (+1 eff.) Resists +18% fire A pointy cloth hat, very wizardly... |
cleansing hardened leather cap of the depths (0 def, 3 armour) cleansing hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +12% cold +7% nature ---------- misc Breathe water A cap made of leather. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour) grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
hardened leather cap 'Kilnrebel' (0 def, 6 armour) hardened leather cap 'Kilnrebel' (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% temporal +3% mind +18% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +6 Fatigue +3% Resists +6% temporal ---------- misc Infravis +1 A cap made of leather. |
leafwalker's dwarven-steel helm (0 def, 4 armour) leafwalker's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +6% nature Spell.save +5 (+5 eff.) Max.HP +55.00 Heal.mod +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Scaldbreeze' (0 def, 2 armour) rough leather cap 'Scaldbreeze' (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire +9% temporal Res.pen +15% temporal ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
radiant steel mail armour of the deep (2 def, 8 armour) radiant steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +5% cold +11% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Amoharaneg the rough leather armour (3 def, 2 armour) Amoharaneg the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% acid +16% fire +3% light +6% darkness A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
cleansing hardened leather armour of command (14 def, 11 armour) cleansing hardened leather armour of command (14 def, 11 armour)9.0 T3 light armor [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +14 (+4 eff.) Fatigue +8% Resists +13% nature +15% blight Mind.save +16 (+8 eff.) A suit of armour made of leather. |
duelist's hardened leather armour (13 def, 10 armour) duelist's hardened leather armour (13 def, 10 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex ----- def ----- Armour +10 Defense +13 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
reinforced leather armour of command (21 def, 14 armour) reinforced leather armour of command (21 def, 14 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +4 Cun ----- def ----- Armour +14 Defense +21 (+6 eff.) Fatigue +8% Mind.save +11 (+5 eff.) A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
steel plate armour 'Stormripper' (0 def, 9 armour) steel plate armour 'Stormripper' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +9 Fatigue +22% Resists +9% blight +19% cold ---------- misc Mana/turn +0.08 Vim/s.crit +1.00 A suit of armour made of metal plates. |
7 agate 7 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. |
186 alchemist agate 186 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. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 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. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 emerald 2 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Ebonyobeisance' brass lantern 'Ebonyobeisance'2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 2 darkness ----- def ----- Resists +6% darkness +3% all Spell.save +6 (+5 eff.) ---------- 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. |
nightwalker's alchemist's lamp of focus nightwalker's alchemist's lamp of focus1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) Dmg.mod +6% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing brass lantern piercing brass lantern2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +6% all Apr +6 ---------- misc Light +4 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. |
Eye of the Dreaming One 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 17 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 10 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. |
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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) 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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
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. |
elemental pouch of stralite shots of amnesia (22/22, 42-50 power, 5 apr) elemental pouch of stralite shots of amnesia (22/22, 42-50 power, 5 apr)3.0 T4 shot ammo [Ego++] Arcane/Psionic Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 15 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
Bethorianor [power 100] (13 cooldown) Bethorianor [power 100] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +15 (+4 eff.) Resists +3% lightning Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Max.HP +40.00 Confus- +20% Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 105] (13 cooldown) iron torque of gale force [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 112 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (13 cooldown) elm totem of stinging [power 116] (13 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
ametrine 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. |
6 citrine 6 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. |
4 zircon 4 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. |
Achievements
By Stabbing Enthusiast the Halfling Rogue level 23
59th Regrowth 123rd year of Ascendancy at 03:51 see stats
By Stabbing Enthusiast the Halfling Rogue level 19
36th Haze 122nd year of Ascendancy at 08:40 see stats
By Stabbing Enthusiast the Halfling Rogue level 10
9th Flare 122nd year of Ascendancy at 19:30 see stats
By Stabbing Enthusiast the Halfling Rogue level 20
36th Haze 122nd year of Ascendancy at 16:27 see stats
By Stabbing Enthusiast the Halfling Rogue level 19
21st Haze 122nd year of Ascendancy at 08:13 see stats
By Stabbing Enthusiast the Halfling Rogue level 9
4th Flare 122nd year of Ascendancy at 20:48 see stats
By Stabbing Enthusiast the Halfling Rogue level 23
50th Regrowth 123rd year of Ascendancy at 09:06 see stats
By Stabbing Enthusiast the Halfling Rogue level 23
42nd Regrowth 123rd year of Ascendancy at 18:18 see stats
By Stabbing Enthusiast the Halfling Rogue level 19
4th Haze 122nd year of Ascendancy at 17:53 see stats
By Stabbing Enthusiast the Halfling Rogue level 23
51st Regrowth 123rd year of Ascendancy at 18:09 see stats
Log
Stabbing Enthusiast's Throwing Knife performs a melee critical strike against Faerlhing!
Stabbing Enthusiast's Throwing Knife hits Faerlhing for (259 absorbed), (259 mana), 0 physical, (8 absorbed), (8 mana), 0 physical (0 total damage).
Faerlhing regains their balance.
Faerlhing casts Manaflow.
Faerlhing starts to surge mana.
Deadly Poison from Stabbing Enthusiast hits Faerlhing for (19 absorbed), (19 mana), 0 nature (0 total damage).
Bleeding from Stabbing Enthusiast hits Faerlhing for (59 absorbed), (59 mana), 0 physical (0 total damage).
Stabbing Enthusiast regains balance.
Stabbing Enthusiast uses Throwing Knives.
Stabbing Enthusiast's Throwing Knife performs a melee critical strike against Faerlhing!
Faerlhing deactivates Disruption Shield.
Faerlhing's disruption shield collapses and then explodes in a powerful manastorm!
Faerlhing's spell attains critical power!
Stabbing Enthusiast tries to evade attacks.
Stabbing Enthusiast's mind surges with critical power!
Stabbing Enthusiast attunes to the damage.
Faerlhing resists the vile poison!
Stabbing Enthusiast's Throwing Knife hits Faerlhing for (637 absorbed), (637 mana), 0 physical, 8 physical (8 total damage).
Phantasmal Shield hits Stabbing Enthusiast for 169 light damage.
Stabbing Enthusiast uses Throwing Knives.
Stabbing Enthusiast uses Infusion: Regeneration.
Stabbing Enthusiast starts regenerating health quickly.
Faerlhing's arcane area effect hits Stabbing Enthusiast for 339 arcane damage.
Bleeding from Stabbing Enthusiast hits Faerlhing for 51 physical damage.
Deadly Poison from Stabbing Enthusiast hits Faerlhing for 16 nature damage.
Faerlhing's arcane area effect hits Stabbing Enthusiast for 339 arcane damage.
Stabbing Enthusiast the level 24 halfling rogue was blasted to death by a faerlhing on level 1 of Dreadfell.