Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved 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. 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 | Cornac |
Class | Cultist of Entropy |
Level / Exp | 28 / 56% |
Size | medium |
Lifes / Deaths | Killed by skeleton master archer at level 26 on the 74th Regrowth 123rd year of Ascendancy at 05:50 / 2Killed by Celia at level 28 on the 7th Mirth 123rd year of Ascendancy at 16:30 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 44 (base 40) |
Magic | 68 (base 60) |
Willpower | 22 (base 10) |
Cunning | 38 (base 26) |
Resources
Life | -662/725 |
Mana | 0/322 |
Insanity | 100/100 |
Healing Factor | 1.3655007465519 |
Regeneration | 18.092884891813 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 26 |
Accuracy | 17 |
Crit Chance | 12% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +23% |
Physical | +11% |
Temporal | 0% |
Blight | +9% |
Arcane | +4% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Darkness | 0% |
Mind | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 67.757005990805 (85.65183292883%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 35 |
Mental Save | 36 |
Defense: Resistances
Acid | + 40%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 24%( 70%) |
All | + 21%( 70%) |
Lightning | + 26%( 70%) |
Temporal | + 26%( 70%) |
Physical | + 31%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 26%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Disarm Resistance | 29% |
Confusion Resistance | 32% |
Silence Resistance | 10% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 440 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 566% 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Generic Talents
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Twofold Curse |
talent | Revelation |
talent | Grand Oration |
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 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 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 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic 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 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 |
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's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed wretchling eyeball. * You've found the needed bear paw. 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 bloated horror heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of iron boots 'Unrochik' (0 def, 3 armour) pair of iron boots 'Unrochik' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +6% darkness +5% arcane +9% acid Spell save +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +48.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | rough leather cap 'Rainvalor' (5 def, 1 armour) rough leather cap 'Rainvalor' (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% darkness When Hit 8 cold defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +3% cold Life +80.00 Silence Resist +10% A cap made of leather. |
Tool | steel torque of psionic shield [power 43] (19/25 cooldown) steel torque of psionic shield [power 43] (19/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | savior's copper ring of clarity savior's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +11 (+5 eff.) Confus Resist +22% Rings make your fingers look great! |
On fingers | steel quartz ring steel quartz ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +6% physical Accuracy +10 (+5 eff.) Ignore Armor +10 defense ------ Defense +8 (+4 eff.) Life +82.00 Life Regen +11.00 Healmod +12% Disarm Resist +29% Pinning Resist +27% Stun Resist +30% Knockbk Resist +25% other ------- Light +3 Infravision +2 See Invisibility +9 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 main hand | blighted yew vilestaff of might (120% power, 4 apr, darkness element) blighted yew vilestaff of might (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Spellpower +12 (+4 eff.) Damage +20% darkness other ------- Vim-on-crit +2.00 Max vim +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic dwarven-steel gauntlets of spellstriking (0 def, 7 armour) heroic dwarven-steel gauntlets of spellstriking (0 def, 7 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 7 arcane Damage +4% arcane defense ------ Armor +7 Fatigue +3% Resistance +5% arcane Mind save +5 (+2 eff.) Life +40.00 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. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+5 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 31.08 to 38.85 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | Gina (8 def, 0 armour) Gina (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% blight Ignore Shields +10% When Hit 8 arcane 4 blight defense ------ Defense +8 (+4 eff.) Physical save +6 (+3 eff.) Spell save +3 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's steel amulet =4con= wanderer's steel amulet =4con=0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Inventory
wild infusion of the psychic (res 21%; physical; dur 4; cd 10) wild infusion of the psychic (res 21%; physical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 30%; mental; dur 2; cd 11) wild infusion of the wizard (res 30%; mental; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; blight, fire, physical, temporal) Prismatic Rune (6 turns; blight, fire, physical, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 5 fire, 4 physical, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 64; cd 14) shatter afflictions rune of the titan (absorb 64; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 64 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 100; cd 14) shatter afflictions rune of the wizard (absorb 100; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Far-Hand The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (148). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Bleakreeve the copper ring Bleakreeve the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% nature +3% lightning Ignore resists +20% darkness defense ------ Resistance +27% nature Spell save +6 (+3 eff.) Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ 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. |
Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+5 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.29 cold and 11.43 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Hathulathakor the Quenchlord (121% power, 2 apr) Hathulathakor the Quenchlord (121% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Nature Weapon Damage 122% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature On-crit, radius 2 +4 cold While equipped: Stats +5 Str +10 Dex +5 Mag +19 Wil +7 Cun +16 Con offense ------ On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Resistance +9% acid Life +28.00 Massive two-handed swords. |
arcing stralite greatsword of paradox (161% power, 3 apr) arcing stralite greatsword of paradox (161% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 162% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +14 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage While equipped: defense ------ Resistance +12% temporal Massive two-handed swords. |
caustic stralite greatsword (160% power, 3 apr) caustic stralite greatsword (160% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Nature Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +38 acid +23 nature While equipped: offense ------ Ignore resists +13% acid +14% nature Ignore Armor +12 Massive two-handed swords. |
fungal yew longbow of true flight fungal yew longbow of true flight4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +5 Con offense ------ Physical Crit +11.0% Accuracy +11 (+5 eff.) other ------- Masteries +0.30 Wild-gift/Fungus Regenerate 84 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
arcing dwarven-steel longsword of projection (123% power, 4 apr) arcing dwarven-steel longsword of projection (123% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Psionic Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 83 damage Sharp, long, and deadly. |
Great Caller (100% power, 18 apr, nature damage) Great Caller (100% power, 18 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 30% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+6 eff.) Damage +8% fire +8% physical +8% cold defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Eclipse (117% power, 4 apr, darkness element) Eclipse (117% power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ranger's dwarven-steel steamgun of piercing ranger's dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Dex offense ------ Ignore resists +7% all Accuracy +5 (+2 eff.) Ignore Armor +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical 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. |
shimmering cashmere robe of alchemy (0 def, 0 armour) shimmering cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +5% acid +10% physical +9% fire +12% arcane +11% cold defense ------ Resistance +12% acid +12% physical +12% fire +10% cold +11% all other ------- Max mana +29.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of time (+13%) (0 def, 0 armour) spellwoven cashmere robe of time (+13%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +13% temporal defense ------ Resistance +11% all +13% temporal Spell save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of dwarven-steel boots of rushing (0 def, 7 armour) miner's pair of dwarven-steel boots of rushing (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +7 Fatigue +3% other ------- Infravision +2 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Winterrace (0 def, 8 armour) Winterrace (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 10 light Damage +3% light Ignore resists +15% light +5% cold defense ------ Armor +8 Fatigue +3% Resistance +8% light +3% lightning Crit Resistance 15.00% Silence Resist +10% Disarm Resist +20% 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. |
brawler's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) brawler's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +3 Cun +2 Con defense ------ Armor +2 Fatigue +3% Physical save +21 (+10 eff.) Spell save +5 (+2 eff.) Mind save +4 (+2 eff.) Disarm Resist +30% other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 14 [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
impenetrable stralite mail armour of spell shielding (4 def, 17 armour) impenetrable stralite mail armour of spell shielding (4 def, 17 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Arcane/Master While equipped: defense ------ Armor +17 Defense +4 (+2 eff.) Fatigue +12% Resistance +6% arcane Spell save +14 (+6 eff.) A suit of armour made of mail. |
prismatic reinforced leather armour of cold resistance (12 def, 7 armour) prismatic reinforced leather armour of cold resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego] Arcane/Master While equipped: defense ------ Armor +7 Defense +12 (+5 eff.) Fatigue +8% Resistance +21% cold +18% light +13% darkness A suit of armour made of leather. |
radiant reinforced leather armour (12 def, 7 armour) radiant reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Nature While equipped: Stats +5 Wil defense ------ Armor +7 Defense +12 (+5 eff.) Fatigue +8% Resistance +19% blight +16% darkness other ------- Light +1 A suit of armour made of leather. |
dwarven-steel shield of crushing (0 def, 6 armour, 86 block) dwarven-steel shield of crushing (0 def, 6 armour, 86 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +6.0% Physical Power +7 (+7 eff.) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Quiver of the Sun (22/25, 142% power, 15 apr) Quiver of the Sun (22/25, 142% power, 15 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 24 [Unique] Arcane Weapon Damage 142% Range: 1.0x-1.4x Uses 60% Dex, 20% Mag, 50% Str Damage Bright light Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Thunderhue (dig speed 38 turns) =3str= Thunderhue (dig speed 38 turns) =3str=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag offense ------ When Hit 2 lightning defense ------ Fatigue -5% other ------- Light +2 Infravision +1 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Voriramina (dig speed 36 turns) =4dex= Voriramina (dig speed 36 turns) =4dex=3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +4 Dex +2 Mag offense ------ Spell Crit +4% Damage +3% physical Ignore resists +20% acid defense ------ Resistance +3% acid other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Brenohor the Shimmerjeer Brenohor the Shimmerjeer2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +15% lightning When Hit 4 light 6 lightning defense ------ Resistance +12% acid +12% lightning Life +44.00 other ------- 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. |
Layolrarin the alchemist's lamp Layolrarin the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Mag +1 Wil offense ------ When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Life +45.00 other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
chilling pouch of dwarven-steel shots of accuracy (17/18, 143% power, 3 apr) chilling pouch of dwarven-steel shots of accuracy (17/18, 143% power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 144% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +13 cold Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+4 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Achievements
By Nara the Cornac Cultist of Entropy level 10
19th Haze 122nd year of Ascendancy at 14:40 see stats
By Nara the Cornac Cultist of Entropy level 20
7th Regrowth 123rd year of Ascendancy at 22:11 see stats
By Nara the Cornac Cultist of Entropy level 27
36th Pyre 123rd year of Ascendancy at 02:00 see stats
By Nara the Cornac Cultist of Entropy level 25
61st Regrowth 123rd year of Ascendancy at 16:03 see stats
By Nara the Cornac Cultist of Entropy level 28
79th Pyre 123rd year of Ascendancy at 19:23 see stats
By Nara the Cornac Cultist of Entropy level 10
19th Haze 122nd year of Ascendancy at 14:39 see stats
By Nara the Cornac Cultist of Entropy level 20
6th Regrowth 123rd year of Ascendancy at 05:38 see stats
By Nara the Cornac Cultist of Entropy level 25
51st Regrowth 123rd year of Ascendancy at 09:36 see stats
By Nara the Cornac Cultist of Entropy level 10
29th Haze 122nd year of Ascendancy at 19:55 see stats
By Nara the Cornac Cultist of Entropy level 20
6th Regrowth 123rd year of Ascendancy at 23:45 see stats
By Nara the Cornac Cultist of Entropy level 10
31st Haze 122nd year of Ascendancy at 15:38 see stats
By Nara the Cornac Cultist of Entropy level 25
62nd Regrowth 123rd year of Ascendancy at 07:39 see stats
By Nara the Cornac Cultist of Entropy level 19
3rd Allure 123rd year of Ascendancy at 08:44 see stats
By Nara the Cornac Cultist of Entropy level 26
74th Regrowth 123rd year of Ascendancy at 05:51 see stats
Log
Nara receives 5 healing from Prophecy of Ruin from Nara.
Ghoul uses Retch.
Ghoul VOMITS on the ground!
Ghoul is pinned to the ground.
Ghoul speeds up in the retch.
Ghoul receives 62 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Nara for (30 flat reduction), 0 blight (0 total damage).
Nara's unstable rift area effect hits Ghoul for 78 temporal damage.
Ghoul's whispers fade.
Nihil from Nara hits Ghoul for 20 temporal damage.
Nara loses 18 health to the entropy.
Talent Rune: Shatter Afflictions is ready to use.
--------------------------------
Nara casts Black Monolith.
Nihil from Nara hits Celia for 12 temporal damage.
Rime Wraith from Celia hits Void monolith for 86 cold damage.
Ghoul receives 37 healing from Rime Wraith from Celia.
Nara receives 3 healing from Prophecy of Ruin from Nara.
Ghoul's purging blight area effect hits Celia for 0 blight damage.
Nara's unstable rift area effect hits Ghoul for 38 temporal damage.
Ghoul's purging blight area effect hits Nara for 52 cold damage.
Ghoul receives 62 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Void monolith for 34 cold damage.
Nihil from Nara hits Ghoul for 7 temporal damage.
Celia casts Invoke Darkness.
Celia's spell attains critical power!
Celia hits Void monolith for 781 cold damage.
Celia hits Nara for 997 cold damage.
Nara the level 28 cornac cultist of entropy was frozen and shattered into a million little shards to death by Celia on level 2 of Last Hope Graveyard.