Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Rogue |
Level / Exp | 32 / 65% |
Size | medium |
Lifes / Deaths | Killed by Arevea the corrupted protoplasmic controller at level 32 on the 39th Regrowth 123rd year of Ascendancy at 20:13 / 1 |
Primary Stats
Strength | 23 (base 11) |
Dexterity | 73 (base 42) |
Constitution | 64 (base 35) |
Magic | 15 (base 10) |
Willpower | 29 (base 10) |
Cunning | 83 (base 60) |
Resources
Life | -143/1003 |
Stamina | 273/280 |
Healing Factor | 1.3493965053825 |
Regeneration | 1.6867456317285 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 78.841290099443 |
See Invisible | 75.841290099443 |
Offense: Mainhand
Damage | 100 |
Accuracy | 66 |
Crit Chance | 44% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 93 |
Accuracy | 66 |
Crit Chance | 39% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +15% |
Cold | +40% |
Mind | +15% |
Lightning | +6% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 26 (83.292302510663%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 28 |
Mental Save | 41 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 36%( 70%) |
Cold | + 52%( 70%) |
All | + 29%( 70%) |
Darkness | + 41%( 70%) |
Lightning | + 38%( 70%) |
Mind | + 39%( 70%) |
Fire | + 52%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Confusion Resistance | 95% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 60% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 54% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 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 370 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 185 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Arumiressra the fire wyrm. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Yvimivena the skeleton archer. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by elder vampire. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning 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 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 300. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Erelykalthofang the pair of hardened leather boots (10 def, 3 armour) Erelykalthofang the pair of hardened leather boots (10 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Con ----- def ----- Armour +3 Defense +10 (+2 eff.) Silence- +60% Confus- +57% Stun/Frz- +51% ---------- misc Light +2 Evasion: (Instant) Puts all charms on 21 cooldown Level 7.2 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 57 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | Boltworm the alchemist's lamp Boltworm the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Phasing +10% ----- def ----- Resists +6% fire Mind.save +11 (+4 eff.) Cut- +20% Disarm- +20% Teleport- +20% ---------- misc Vim/s.crit +2.00 Light +4 See.Stealth +14 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Aressra the dwarven-steel helm (0 def, 4 armour) Aressra the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +4% Resists +21% acid +8% fire +7% cold Crit.chn- 10.00% Max.HP +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 17 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 154.35 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | Zerefast the Strikedash [power 242] (11 cooldown) Zerefast the Strikedash [power 242] (11 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% blight +6% darkness +9% nature +6% lightning Spell.save +12 (+6 eff.) Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 11 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
On fingers | treant's steel ring of pilfering treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Resists +6% nature +7% blight Poison- +12% Disease- +15% Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.19 cold and 11.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 41 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | gold amulet 'Chargerage' gold amulet 'Chargerage'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Mag +5 Cun +11 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% Resists +13% mind +6% lightning HP.reg +1.00 Confus- +28% ---------- misc Stam/turn +0.60 Infravis +2 Amulets make your neck look great! |
In main hand | Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Around waist | rough leather belt 'Starmortal' rough leather belt 'Starmortal'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 6 light ----- def ----- Defense +20 (+5 eff.) Phys.save +6 (+3 eff.) Max.HP +60.00 ---------- misc Max.stam +20.00 A belt that goes around your waist. |
In off hand | balanced voratun dagger of massacre (155% power, 9 apr) balanced voratun dagger of massacre (155% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 155% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +34% Sharp, short and deadly. |
Cloak | Cloak of Deception =aa= Cloak of Deception =aa=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 181; dur 4; cd 15) biting gale rune (damage 181; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 180.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mule's gold ring of clarity mule's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -6% Mind.save +6 (+2 eff.) Confus- +32% ---------- misc Max.enc +21 Rings make your fingers look great! |
savage's voratun ring savage's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +16 (+8 eff.) ---------- misc Max.stam +25.00 Rings make your fingers look great! |
voratun ring 'Duskrend' voratun ring 'Duskrend'0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +27% darkness Acc +17 (+4 eff.) Apr +17 Melee Ret 6 mind 10 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +17 (+4 eff.) ---------- misc Equi/ret +0.16 Max.hate +8.00 Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
Lelirokhad the Duathelstreaker (190% power, 11 apr) Lelirokhad the Duathelstreaker (190% power, 11 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 190% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +8.0% Atk.spd 100% On Hit.r1 +16 mind While equipped: dps ---------- Res.pen +25% physical ----- def ----- Resists +9% darkness +6% physical Massive two-handed battleaxes. |
enhanced voratun battleaxe of massacre (181% power, 4 apr) enhanced voratun battleaxe of massacre (181% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 182% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Str +10 Dex +12 Mag +12 Wil +9 Cun +17 Con Massive two-handed battleaxes. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Cun, 20% Mag, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 75.08 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
truestriking voratun dagger of enduring (148% power, 9 apr) truestriking voratun dagger of enduring (148% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 149% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +13 Con +6 Wil dps ---------- Res.pen +7% physical Acc +16 (+4 eff.) Apr +11 ----- def ----- Max.HP +49.00 Sharp, short and deadly. |
balanced voratun greatmaul of crippling (178% power, 4 apr) balanced voratun greatmaul of crippling (178% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Power 179% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Acc +12 (+3 eff.) ----- def ----- Defense +16 (+4 eff.) Disarm- +43% Massive two-handed mauls. |
elemental voratun greatmaul of torment (176% power, 4 apr) elemental voratun greatmaul of torment (176% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Arcane/Psionic Power 176% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 29 lightning damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +37% lightning Massive two-handed mauls. |
enhanced voratun greatmaul of ruin (176% power, 4 apr) enhanced voratun greatmaul of ruin (176% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 177% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +13 Str +9 Dex +12 Mag +9 Wil +6 Cun +10 Con dps ---------- Phys.crit +16.0% Crit.mult +31.00% Apr +14 Massive two-handed mauls. |
truestriking voratun longsword (152% power, 6 apr) truestriking voratun longsword (152% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +20 (+5 eff.) Apr +8 Sharp, long, and deadly. |
inquisitor's living mindstar of sand (115% power, 40 apr, mind damage) inquisitor's living mindstar of sand (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 15 physical Dmg.mod +13% physical Res.pen +4% 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. |
Tideravager (148% power, 6 apr, cold element) Tideravager (148% power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 149% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun +8 Mag dps ---------- Spell.crit +5% Spell.pwr +20 (+10 eff.) Dmg.mod +9% mind +39% cold Res.pen +15% mind +25% cold ----- def ----- Crit.chn- 15.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Wretchwell (129% power, 5 apr, blight element) Wretchwell (129% power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil +9 Con dps ---------- Spell.crit +17% Crit.mult +14.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% blight Res.pen +15% darkness +25% nature ----- def ----- Resists +9% fire ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of invocation (136% power, 6 apr, darkness element) dragonbone vilestaff of invocation (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+11 eff.) S.pwr/crit +7 Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 16.43 to 19.72 darkness damage Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood starstaff (129% power, 5 apr, physical element) void walker's elven-wood starstaff (129% power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% physical ----- def ----- Resists +9% darkness +7% temporal Def/telep +13 Res/telep +14% Dur/telep +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
impervious voratun steamsaw of lightning resistance (+21%) (65% power, 0 apr) impervious voratun steamsaw of lightning resistance (+21%) (65% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Master/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +86 Uses 1.0 Steam When used to Attack: Block +66 While equipped: Stats +4 Con ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +12% Resists +21% lightning Phys.save +11 (+5 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's voratun steamsaw of enduring (151% power, 0 apr) warbringer's voratun steamsaw of enduring (151% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego++] Nature/Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +99 Uses 1.0 Steam While equipped: Stats +15 Con +13 Wil dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +7% physical ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Max.HP +61.00 Disarm- +29% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stormbringer's voratun waraxe of erosion (148% power, 6 apr) stormbringer's voratun waraxe of erosion (148% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +19 lightning +41 cold While equipped: dps ---------- Mov.spd +29% Res.pen +21% lightning +21% cold One-handed war axes. |
voratun waraxe 'Frostglean' (150% power, 6 apr) voratun waraxe 'Frostglean' (150% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +8 cold While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +6 Defense +15 (+3 eff.) Resists +18% blight +2% physical Phys.save +12 (+6 eff.) Spell.save +6 (+3 eff.) Cut- +20% Disarm- +50% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
Islimina the cashmere cloak (2 def, 7 armour) Islimina the cashmere cloak (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +12% blight +10% cold +13% nature +3% temporal Die.at -60.00 life HP.reg +3.00 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of mindcraft (3 def, 0 armour) resilient elven-silk cloak of mindcraft (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+0 eff.) Max.HP +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient elven-silk robe of alchemy (0 def, 0 armour) ancient elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +16% acid +41% physical +13% fire +14% temporal +12% cold Res.pen +13% temporal +8% physical ----- def ----- Resists +15% acid +19% physical +14% fire +15% cold +15% all Anom.red +13 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of voratun boots of spellbinding (0 def, 5 armour) pair of voratun boots of spellbinding (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag ----- def ----- Armour +5 Fatigue +4% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of tirelessness (0 def, 5 armour) wanderer's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +1 Cun +3 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +18 (+8 eff.) Mind.save +21 (+7 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's drakeskin leather gloves of the starseeker (0 def, 3 armour) alchemist's drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil +4 Cun dps ---------- Melee+ 7 acid 7 fire 6 cold 7 lightning ----- def ----- Armour +3 Resists +8% light +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 130% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +16 ice +24 fire +19 acid +23 lightning On Crit.r2 +48 light +27 darkness Starfall: Puts all charms on 14 cooldown Level 2.5 Pwr.cost 14 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 54.77 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) brawler's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Str +8 Dex +3 Cun dps ---------- Acc +14 (+4 eff.) ----- def ----- Armour +3 Phys.save +14 (+7 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 134% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +16 Apr +5 Crit +25.0% Atk.spd 100% On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of archery (0 def, 3 armour) scouring drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +8 Cun +4 Dex dps ---------- Acc +8 (+2 eff.) Apr +9 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +3 Spell.save +13 (+7 eff.) Unarmed combat: Power 134% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +11 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: * 25 arcane resource burn Steady Shot: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
Velorethra the dwarven-steel helm (0 def, 4 armour) Velorethra the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Dex +4 Wil +7 Con dps ---------- Spell.crit +2% ----- def ----- Armour +4 Fatigue +4% Resists +11% cold +17% darkness +8% fire ---------- misc Stam/turn +1.00 Mana/turn +0.08 Max.vim +40.00 Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearwoven elven-silk wizard hat of the sentry (3 def, 0 armour) fearwoven elven-silk wizard hat of the sentry (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +12% darkness +12% physical ----- def ----- Defense +3 (+0 eff.) Resists +15% darkness +16% physical ---------- misc Max.hate +15.00 Infravis +4 See.Stealth +22 See.Invis +16 Circle of Warding: (Instant) Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 22% and attempts to push all creatures other than yourself out of its radius, inflicting 4.35 light damage and 4.35 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
enlightening voratun mail armour of acid resistance (5 def, 10 armour) enlightening voratun mail armour of acid resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +19% acid Mind.save +13 (+5 eff.) A suit of armour made of mail. |
hardened voratun mail armour (5 def, 17 armour) hardened voratun mail armour (5 def, 17 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +12% Resists +7% acid +9% physical +9% fire +9% lightning +9% cold A suit of armour made of mail. |
Gowen the reinforced leather armour (12 def, 7 armour) Gowen the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% arcane +30% temporal Melee Ret 6 arcane ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +27% acid +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
Frostgrinder the voratun plate armour (0 def, 16 armour) Frostgrinder the voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Psionic While equipped: Stats +9 Str +2 Con dps ---------- Crit.mult +20.00% Res.pen +15% cold Acc +10 (+3 eff.) ----- def ----- Armour +16 Fatigue +22% Resists +10% mind Mind.save +25 (+9 eff.) Die.at -80.00 life A suit of armour made of metal plates. |
Hurath the voratun plate armour (0 def, 16 armour) Hurath the voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Master While equipped: Stats +9 Str +13 Wil dps ---------- Res.pen +25% temporal ----- def ----- Armour +16 Fatigue +22% Resists +30% acid A suit of armour made of metal plates. |
voratun plate armour 'Blackbloom' (0 def, 16 armour) voratun plate armour 'Blackbloom' (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Master While equipped: Stats +3 Mag dps ---------- Spell.pwr +30 (+15 eff.) Dmg.mod +6% arcane Res.pen +25% blight Phasing +30% Melee Ret 6 darkness ----- def ----- Armour +16 Fatigue +22% Resists +26% cold ---------- misc Vim/s.crit +2.00 Max.mana +80.00 A suit of armour made of metal plates. |
voratun plate armour 'Frigidtide' (0 def, 16 armour) voratun plate armour 'Frigidtide' (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Arcane While equipped: Stats +4 Dex +5 Con dps ---------- Dmg.mod +12% cold ----- def ----- Armour +16 Fatigue +22% Resists +15% fire +18% light +31% darkness Crit.chn- 15.00% Max.HP +40.00 Teleport- +20% A suit of armour made of metal plates. |
5 agate 5 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. |
629 alchemist agate 629 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. |
3 onyx 3 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. |
9 aquamarine 9 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. |
9 opal 9 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 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. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
6 emerald 6 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Poredhelle Poredhelle2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +2 Mind.save +9 (+3 eff.) Blind- +10% Silence- +10% Pinning- +20% Knockbk- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 137 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. |
Rootblast the pouch of voratun shots (18/18, 182% power, 6 apr) Rootblast the pouch of voratun shots (18/18, 182% power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 183% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 18 Ranged+ +20 blight +20 temporal +12 arcane On Hit.r1 +20 fire On Crit.r2 +20 nature Shots are used with slings to pummel your foes to death. |
12 amethyst 12 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. |
Dawnonslaught [power 475] (11 cooldown) Dawnonslaught [power 475] (11 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light Res.pen +15% cold +20% light +25% arcane Melee Ret 10 lightning 6 arcane 8 light ----- def ----- Resists +27% cold Fire a magical bolt dealing 522 fire damage Puts all charms on 11 cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 quartz 8 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. |
8 ametrine 8 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. |
13 citrine 13 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. |
10 zircon 10 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 Siassa the Skeleton Rogue level 32
37th Regrowth 123rd year of Ascendancy at 02:15 see stats
By Siassa the Skeleton Rogue level 26
9th Allure 123rd year of Ascendancy at 10:51 see stats
By Siassa the Skeleton Rogue level 32
34th Regrowth 123rd year of Ascendancy at 14:42 see stats
By Siassa the Skeleton Rogue level 21
56th Haze 122nd year of Ascendancy at 08:57 see stats
By Siassa the Skeleton Rogue level 30
33rd Regrowth 123rd year of Ascendancy at 08:51 see stats
By Siassa the Skeleton Rogue level 20
46th Haze 122nd year of Ascendancy at 15:05 see stats
By Siassa the Skeleton Rogue level 32
39th Regrowth 123rd year of Ascendancy at 04:51 see stats
By Siassa the Skeleton Rogue level 26
9th Allure 123rd year of Ascendancy at 12:17 see stats
By Siassa the Skeleton Rogue level 10
2nd Haze 122nd year of Ascendancy at 06:45 see stats
By Siassa the Skeleton Rogue level 20
45th Haze 122nd year of Ascendancy at 15:47 see stats
By Siassa the Skeleton Rogue level 30
29th Regrowth 123rd year of Ascendancy at 22:03 see stats
By Siassa the Skeleton Rogue level 8
78th Dusk 122nd year of Ascendancy at 03:49 see stats
By Siassa the Skeleton Rogue level 26
9th Allure 123rd year of Ascendancy at 10:51 see stats
By Siassa the Skeleton Rogue level 5
71st Dusk 122nd year of Ascendancy at 14:56 see stats
By Siassa the Skeleton Rogue level 21
61st Haze 122nd year of Ascendancy at 00:30 see stats
By Siassa the Skeleton Rogue level 14
20th Haze 122nd year of Ascendancy at 03:11 see stats
By Siassa the Skeleton Rogue level 31
33rd Regrowth 123rd year of Ascendancy at 13:41 see stats
Log
Siassa deactivates Crippling Poison.
Siassa deactivates Trained Reactions.
Siassa deactivates Numbing Poison.
Siassa deactivates Chant of Fortitude.
Siassa activates Stealth.
Something hits Siassa for 93 blight damage.
Belobeth the corrupted acidic digestor's acid area effect hits Belobeth the corrupted acidic digestor for (5 abyssal shield), 3 acid (3 total damage).
Corrupted acidic digestor's acid area effect hits Siassa for 27 acid damage.
Siassa uses Heartseeker.
Siassa performs a melee critical strike against Corrupted acidic digestor!
Corrupted acidic digestor is encased in ice!
Corrupted acidic digestor avoids a garrote from Siassa!
Siassa performs a melee critical strike against Corrupted acidic digestor!
Siassa deactivates Stealth.
Siassa hits Something for damage.
Siassa hits Corrupted acidic digestor for 271 physical, 42 cold, (56 to ice), 224 physical (537 total damage).
Siassa's morale has been lowered.
Arevea the corrupted protoplasmic controller slows down.
Arevea the corrupted protoplasmic controller is poisoned!
Arevea the corrupted protoplasmic controller's Fan of Knives performs a melee critical strike against Siassa!
Arevea the corrupted protoplasmic controller's Fan of Knives performs a melee critical strike against Siassa!
Melee retaliation hits Arevea the corrupted protoplasmic controller for 6 light, 18 nature, 3 nature, 6 light, 18 nature, 3 nature, 6 light, 18 nature, 3 nature, 6 light, 18 nature, 3 nature, 6 light, 18 nature, 3 nature (137 total damage).
Arevea the corrupted protoplasmic controller's Fan of Knives hits Siassa for 110 physical, 11 darkness, 9 cold (130 total damage).
Arevea the corrupted protoplasmic controller's Fan of Knives hits Siassa for 143 physical damage.
Arevea the corrupted protoplasmic controller's Fan of Knives hits Siassa for 153 physical, 11 darkness, 9 cold (173 total damage).
Arevea the corrupted protoplasmic controller's Fan of Knives hits Siassa for (28 parried), 94 physical, 11 darkness, 9 cold (114 total damage).
Arevea the corrupted protoplasmic controller's Fan of Knives hits Siassa for (28 parried), 94 physical, 11 darkness, 9 cold (113 total damage).
Siassa the level 32 skeleton rogue was battered to death by Arevea the corrupted protoplasmic controller on level 1 of The Godfeaster.