Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Bulwark |
Level / Exp | 16 / 55% |
Size | small |
Lifes / Deaths | Killed by Bandit Leader Zubima at level 16 on the 45th Haze 122nd year of Ascendancy at 16:49 / 1 |
Primary Stats
Strength | 38 (base 26) |
Dexterity | 51 (base 25) |
Constitution | 35 (base 29) |
Magic | 17 (base 10) |
Willpower | 15 (base 10) |
Cunning | 34 (base 17) |
Resources
Life | -27/608 |
Stamina | 64/176 |
Healing Factor | 1.3116660017318 |
Regeneration | 17.263225578986 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 36.639798336955 |
See Invisible | 36.639798336955 |
Offense: Mainhand
Damage | 52 |
Accuracy | 54 |
Crit Chance | 14% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Nature | +9% |
Physical | +10% |
Fire | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (57.155997060385%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 31 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 16%( 70%) |
Physical | + 13%( 70%) |
Temporal | + 7%( 70%) |
Lightning | + 16%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 7%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Silence Resistance | 26% |
Confusion Resistance | 28% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 581% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by Shardskin. Escort: lost warrior (level 4 of Old Forest) | failed |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed pouch of luminous horror dust. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 37% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | quiver of elven-wood arrows 'Bokirek' (22/22, 42-58 power, 14 apr) quiver of elven-wood arrows 'Bokirek' (22/22, 42-58 power, 14 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Psionic Power 41.5 - 58.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 Rld cld 3 Ranged+ +14 darkness +20 arcane Against +20% Living On Hit: 20% Curse of Vulnerability 4 Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Salenne' brass lantern 'Salenne'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str dps ---------- Acc +25 (+7 eff.) ----- def ----- Mind.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Manalathaldir the dwarven-steel gauntlets (0 def, 2 armour) Manalathaldir the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Armour +2 Fatigue +3% Resists +3% physical +5% arcane +3% cold Crit.chn- 15.00% HP.reg +4.00 Teleport- +20% ---------- misc Stam/turn +0.80 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | focusing ash wand of shielding [power 176] (3/17 cooldown) focusing ash wand of shielding [power 176] (3/17 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | sneakthief's steel ring sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +9% nature Acc +7 (+2 eff.) Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Mind.save +7 (+4 eff.) Silence- +26% Confus- +28% ---------- misc Mana/turn +0.16 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | plaguebringer's steel dagger of projection (14-18 power, 6 apr) plaguebringer's steel dagger of projection (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Psionic Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +13% Sharp, short and deadly. |
Around waist | blurring rough leather belt of carrying blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+3 eff.) Fatigue -4% Stealth +5 ---------- misc Max.enc +22 A belt that goes around your waist. |
In off hand | Bregikhad (0 def, 7 armour, 15-18 power, 69.5 block) Bregikhad (0 def, 7 armour, 15-18 power, 69.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +70 Melee+ +12 lightning While equipped: Stats +2 Dex +5 Mag dps ---------- Melee Ret 1 lightning 4 blight On Hit (Melee): * 6% chance to reduce all saves and defense by 15 On Melee Ret: * 13% chance to reduce all saves and defense by 15 ----- def ----- Armour +7 Fatigue +8% Resists +12% lightning ---------- misc Max.vim +30.00 Talents +1 Block Handheld deflection devices. |
Cloak | Kilndredge the linen cloak (1 def, 0 armour) Kilndredge the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +2 Mag +1 Wil dps ---------- Dmg.mod +9% fire Melee Ret 4 physical ----- def ----- Defense +1 (+1 eff.) Resists +3% temporal +1% physical Phys.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide hardened leather armour of delving (9 def, 6 armour) troll-hide hardened leather armour of delving (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +13% darkness +5% physical Max.HP +30.00 HP.reg +3.90 Heal.mod +12% ---------- misc Light +2 Track: Puts all charms on 25 cooldown Level 2.4 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
heroism infusion of the sneak (die at -243; dur 6; cd 26) heroism infusion of the sneak (die at -243; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -243 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 486 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the duelist (damage 195; dur 4; cd 16) biting gale rune of the duelist (damage 195; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 195.20 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. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 134; dur 4; cd 22) biting gale rune of the warrior (damage 134; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 133.60 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. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 4; phase 16; cd 14) blink rune of the psychic (range 4; phase 16; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower 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 (absorb 20; cd 16) shatter afflictions rune (absorb 20; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 135; dur 3; cd 18) shielding rune (absorb 135; dur 3; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 135 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 162 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
grounding copper amulet of willpower (+3) grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +13% lightning Stun/Frz- +21% Amulets make your neck look great! |
vitalizing gold amulet vitalizing gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +5 (+3 eff.) Max.HP +42.00 HP.reg +1.00 Amulets make your neck look great! |
warrior's steel amulet warrior's steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
copper ring of the mountain (+10%) copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings make your fingers look great! |
psionicist's gold ring of light (+24%) psionicist's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Mind.save +8 (+4 eff.) Rings make your fingers look great! |
Aladuhor the steel battleaxe (30-45 power, 2 apr) Aladuhor the steel battleaxe (30-45 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Disrupt/Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +26 fire On Hit: * 37 arcane resource burn While equipped: Stats +1 Cun dps ---------- All.spd +1% Res.pen +13% fire ----- def ----- Resists +3% nature ---------- misc Max.hate +6.00 Massive two-handed battleaxes. |
warbringer's steel battleaxe of massacre (31-46 power, 2 apr) warbringer's steel battleaxe of massacre (31-46 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +17% Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
arcing steel dagger of projection (12-15 power, 6 apr) arcing steel dagger of projection (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Psionic Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 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 21 damage Sharp, short and deadly. |
arcing steel dagger of vileness (14-18 power, 6 apr) arcing steel dagger of vileness (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 10 * 25% chance for lightning to strike from the target to a second target dealing 21 damage Sharp, short and deadly. |
balanced iron dagger of erosion (10-14 power, 5 apr) balanced iron dagger of erosion (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
elemental steel dagger of crippling (11-14 power, 6 apr) elemental steel dagger of crippling (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 21 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +5% acid Res.pen +8% acid Sharp, short and deadly. |
flaming iron dagger of massacre (16-21 power, 5 apr) flaming iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
plaguebringer's steel dagger (14-18 power, 6 apr) plaguebringer's steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 While equipped: ----- def ----- Disease- +12% Sharp, short and deadly. |
plaguebringer's steel dagger (12-15 power, 6 apr) plaguebringer's steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 While equipped: ----- def ----- Disease- +14% Sharp, short and deadly. |
plaguebringer's steel dagger of projection (12-16 power, 6 apr) plaguebringer's steel dagger of projection (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. |
steel dagger (12-15 power, 6 apr) steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger 'Flashqueen' (12-16 power, 6 apr) steel dagger 'Flashqueen' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +12 nature On Crit.r2 +9 acid +13 nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +9% acid +11% nature Apr +8 ----- def ----- Resists +18% cold Spell.save +6 (+3 eff.) Sharp, short and deadly. |
thought-forged steel dagger of paradox (13-17 power, 6 apr) thought-forged steel dagger of paradox (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Psionic Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 temporal +7 mind On Hit: * 11% chance to reduce all saves and defense by 15 While equipped: Stats +1 Cun +2 Wil ----- def ----- Resists +6% temporal Sharp, short and deadly. |
truestriking steel dagger of crippling (12-16 power, 6 apr) truestriking steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +8% physical Acc +9 (+3 eff.) Apr +6 Sharp, short and deadly. |
chilling steel greatsword of daylight (22-34 power, 2 apr) chilling steel greatsword of daylight (22-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 21.5 - 34.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light +9 cold Against +13% Undead Massive two-handed swords. |
hateful steel greatsword (21-34 power, 2 apr) hateful steel greatsword (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Psionic Power 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +10% Living Massive two-handed swords. |
steel greatsword (22-36 power, 2 apr) steel greatsword (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
ranger's elm longbow of cold ranger's elm longbow of cold4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 cold While equipped: Stats +3 Dex dps ---------- Dmg.mod +14% cold Longbows are used to shoot arrows at your foes. |
flaming steel longsword of daylight (14-19 power, 3 apr) flaming steel longsword of daylight (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 light Against +5% Undead On Hit.r1 +6 fire Sharp, long, and deadly. |
hateful iron longsword of massacre (17-24 power, 2 apr) hateful iron longsword of massacre (17-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master/Psionic Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living Sharp, long, and deadly. |
hateful steel longsword of massacre (22-31 power, 3 apr) hateful steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master/Psionic Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living Sharp, long, and deadly. |
flaming steel mace of massacre (18-25 power, 3 apr) flaming steel mace of massacre (18-25 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Blunt and deadly. |
Shadeshaper the mossy mindstar (2-3 power, 12 apr, nature damage) Shadeshaper the mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 13% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature +6% lightning Res.pen +15% darkness +20% mind ----- def ----- Resists +3% blight Disease- +11% ---------- misc Equi/ret +0.04 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. |
gifted vined mindstar of balance (4-4 power, 18 apr, nature damage) gifted vined mindstar of balance (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +1.10 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. |
blazebringer's cured leather sling of acid blazebringer's cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +9 acid On Crit.r2 +6 fire While equipped: dps ---------- All.spd +2% Dmg.mod +9% acid Res.pen +6% fire Slings are used to hurl stones or metal shots at your foes. |
caustic cured leather sling caustic cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +5 acid +11 nature While equipped: dps ---------- Res.pen +5% acid +5% nature Apr +6 Slings are used to hurl stones or metal shots at your foes. |
fungal cured leather sling fungal cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 84 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
ash vilestaff of illumination (15-18 power, 3 apr, blight element) ash vilestaff of illumination (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% blight ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 57.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of power (15-18 power, 3 apr, cold element) earthen ash magestaff of power (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+7 eff.) Dmg.mod +15% cold ----- def ----- Armour +2 Hardiness +4% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff (18-22 power, 3 apr, acid element) potent ash vilestaff (18-22 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+6 eff.) Dmg.mod +18% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff (15-18 power, 3 apr, physical element) shimmering ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% physical ---------- misc Mana/turn +0.13 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dawnpierce (21-29 power, 3 apr) Dawnpierce (21-29 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light On Hit.r1 +16 light On Hit: * 20% chance to reduce damage dealt by 13% While equipped: dps ---------- Dmg.mod +6% darkness +3% mind Res.pen +15% light One-handed war axes. |
arcing steel waraxe of massacre (22-30 power, 3 apr) arcing steel waraxe of massacre (22-30 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage One-handed war axes. |
balanced steel waraxe (14-19 power, 3 apr) balanced steel waraxe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +22% One-handed war axes. |
timebroken woollen robe (0 def, 0 armour) timebroken woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +7% arcane +5% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +39.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chalylekhad the pair of iron boots (0 def, 5 armour) Chalylekhad the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +3% physical ----- def ----- Armour +5 Fatigue +2% Phys.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Light +1 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unlighthash (0 def, 5 armour) Unlighthash (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to reduce damage dealt by 13% * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +5 Fatigue +2% Resists +6% mind ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urthomas the pair of iron boots (0 def, 9 armour) Urthomas the pair of iron boots (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +9 Fatigue -3% Resists +9% cold Phys.save +6 (+3 eff.) Teleport- +10% ---------- misc Max.enc +21 Equi/ret +0.08 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Venomrip (0 def, 1 armour) Venomrip (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Res.pen +15% mind +5% nature Melee Ret 4 nature ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
pair of rough leather boots 'Brodeblek' (0 def, 1 armour) pair of rough leather boots 'Brodeblek' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Resists +1% physical Crit.chn- 15.00% Spell.save +3 (+2 eff.) Mind.save +9 (+5 eff.) Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed rough leather cap of knowledge (0 def, 1 armour) bladed rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 211.6 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cleansing linen wizard hat (1 def, 0 armour) cleansing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +5% blight A pointy cloth hat, very wizardly... |
linen wizard hat 'Frigidglean' (1 def, 4 armour) linen wizard hat 'Frigidglean' (1 def, 4 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold Res.pen +20% light Melee Ret 4 cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Spell.save +3 (+2 eff.) Heal.mod +5% ---------- misc Equi/ret +0.80 Psi/ret +0.80 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
prismatic iron helm of strength (+3) (0 def, 3 armour) prismatic iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Firetouch' (0 def, 1 armour) rough leather cap 'Firetouch' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +5% cold Mind.save +3 (+2 eff.) Die.at -40.00 life HP.reg +4.00 ---------- misc Breathe water A cap made of leather. |
enlightening iron mail armour of implacability (2 def, 9 armour) enlightening iron mail armour of implacability (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+3 eff.) Mind.save +10 (+5 eff.) A suit of armour made of mail. |
fortifying iron mail armour of implacability (2 def, 9 armour) fortifying iron mail armour of implacability (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +8% Phys.save +6 (+3 eff.) Max.HP +30.00 A suit of armour made of mail. |
cleansing cured leather armour of lightning resistance (6 def, 4 armour) cleansing cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% blight +11% nature +16% lightning A suit of armour made of leather. |
cured leather armour 'Hathinik' (6 def, 4 armour) cured leather armour 'Hathinik' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +3% temporal +8% physical Phys.save +15 (+6 eff.) Disarm- +20% Pinning- +10% A suit of armour made of leather. |
prismatic cured leather armour of lightning resistance (6 def, 4 armour) prismatic cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% lightning +11% light +11% darkness A suit of armour made of leather. |
rejuvenating cured leather armour of command (12 def, 8 armour) rejuvenating cured leather armour of command (12 def, 8 armour)9.0 T2 light armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +7% Mind.save +12 (+6 eff.) HP.reg +2.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating cured leather armour of the deep (6 def, 5 armour) rejuvenating cured leather armour of the deep (6 def, 5 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +7% cold HP.reg +2.00 ---------- misc Stam/turn +1.10 Breathe water A suit of armour made of leather. |
rough leather armour of cold resistance (3 def, 2 armour) rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% cold A suit of armour made of leather. |
troll-hide cured leather armour of acid resistance (6 def, 4 armour) troll-hide cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% acid Max.HP +33.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
troll-hide cured leather armour of resilience (6 def, 4 armour) troll-hide cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +56.00 HP.reg +4.00 Heal.mod +11% A suit of armour made of leather. |
prismatic steel plate armour of fire resistance (0 def, 9 armour) prismatic steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% fire +12% light +13% darkness A suit of armour made of metal plates. |
steel plate armour of resilience (0 def, 9 armour) steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +24.00 A suit of armour made of metal plates. |
Islunne (0 def, 4 armour, 19-23 power, 38.5 block) Islunne (0 def, 4 armour, 19-23 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 19.0 - 22.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +10 lightning On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +3 Str +5 Dex dps ---------- Acc +5 (+1 eff.) Melee Ret 5 lightning ----- def ----- Armour +4 Fatigue +8% Resists +11% lightning +3% fire +3% blight Poison- +10% Confus- +20% ---------- misc Wards +4 lightning +5 temporal +4 darkness +4 fire +4 nature +3 blight +4 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
acidic steel shield of purity (0 def, 4 armour, 12-14 power, 43 block) acidic steel shield of purity (0 def, 4 armour, 12-14 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 11.5 - 13.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 On Hit: * 14% chance to reduce armor by 20% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +12% nature +10% blight ---------- misc Talents +1 Block Handheld deflection devices. |
acidic steel shield of resistance (0 def, 4 armour, 18-22 power, 39.5 block) acidic steel shield of resistance (0 def, 4 armour, 18-22 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 18.0 - 21.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 12% chance to reduce armor by 20% While equipped: dps ---------- Melee+ 5 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +7% fire +5% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
corrosive steel shield of the stars (0 def, 4 armour, 13-16 power, 41 block) corrosive steel shield of the stars (0 def, 4 armour, 13-16 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +10 acid +10 light +10 darkness While equipped: Stats +2 Mag +3 Cun +2 Con dps ---------- Dmg.mod +11% light +12% darkness On Melee Ret: * 13% chance to reduce armor by 20% ----- def ----- Armour +4 Fatigue +8% Resists +10% acid +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of the stars (0 def, 6 armour, 16-19 power, 75 block) reinforced steel shield of the stars (0 def, 6 armour, 16-19 power, 75 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +75 Melee+ +11 light +11 darkness While equipped: Stats +1 Cun +2 Mag dps ---------- Dmg.mod +12% light +10% darkness ----- def ----- Armour +6 Fatigue +8% Resists +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Frozengrinder the quiver of elm arrows (24/24, 25-35 power, 5 apr) Frozengrinder the quiver of elm arrows (24/24, 25-35 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 25.0 - 35.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.0% Capacity 24 Ranged+ +12 mind On Hit.r1 +4 mind +8 cold On Crit.r2 +8 cold On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
emerald 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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 168 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. |
deadly pouch of dwarven-steel shots of daylight (13/24, 37-44 power, 3 apr) deadly pouch of dwarven-steel shots of daylight (13/24, 37-44 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 37.0 - 44.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Ranged+ +12 light Against +5% Undead Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of accuracy (20/20, 44-52 power, 5 apr) pouch of stralite shots of accuracy (20/20, 44-52 power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +5 Crit +5.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of crippling (6/20, 22-26 power, 2 apr) psychokinetic pouch of steel shots of crippling (6/20, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 20 Ranged+ +10 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 78 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
piercing iron torque of clear mind [power 1] (3/21 cooldown) piercing iron torque of clear mind [power 1] (3/21 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of mindblast [power 100] (3/13 cooldown) soothing iron torque of mindblast [power 100] (3/13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 188] (3/13 cooldown) ash totem of healing [power 188] (3/13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing elm totem of healing [power 116] (3/13 cooldown) cleansing elm totem of healing [power 116] (3/13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
quick ash wand of shielding [power 134] (3/12 cooldown) quick ash wand of shielding [power 134] (3/12 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 134 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Teefer the Halfling Bulwark level 14
40th Haze 122nd year of Ascendancy at 16:54 see stats
By Teefer the Halfling Bulwark level 13
16th Dusk 122nd year of Ascendancy at 00:12 see stats
By Teefer the Halfling Bulwark level 10
3rd Flare 122nd year of Ascendancy at 08:04 see stats
By Teefer the Halfling Bulwark level 5
79th Pyre 122nd year of Ascendancy at 10:58 see stats
By Teefer the Halfling Bulwark level 15
42nd Haze 122nd year of Ascendancy at 15:30 see stats
Log
Teefer is recovering from the damage!
Bandit Leader Zubima casts Moonlight Ray.
Teefer evades Bandit Leader Zubima.
Bandit Leader Zubima hits Teefer for 59 physical, 8 arcane, 12 acid, 9 fire, 15 darkness, 18 darkness, 49 darkness (168 total damage).
Melee retaliation hits Bandit Leader Zubima for (4 flat reduction), 0 acid, (3 flat reduction), 0 physical, (1 flat reduction), 0 lightning, (3 flat reduction), 0 blight, (5 flat reduction), 0 nature (0 total damage).
Bandit stops regenerating health quickly.
Bandit misses Teefer.
Teefer evades Bandit.
Teefer is not silenced anymore.
Grappled from Bandit Leader Zubima hits Teefer for 98 physical damage.
Bandit Leader Zubima casts Shadow Veil.
Teefer evades Bandit Leader Zubima.
Bandit Leader Zubima is covered in a veil of shadows!
Teefer evades Bandit Leader Zubima.
Bandit has regained its confidence.
Bandit's morale has been lowered.
Teefer uses Infusion: Wild.
Teefer rearms.
Teefer is cured!
Teefer lessens the pain.
Teefer wears (replacing soothing iron torque of mindblast [power 100] (4/13 cooldown)): focusing ash wand of shielding [power 176] (17 cooldown).
Teefer evades Bandit.
Teefer evades Bandit.
Grappled from Bandit Leader Zubima hits Teefer for 63 physical damage.
Bandit Leader Zubima performs a melee critical strike against Teefer!
Bandit Leader Zubima has released the hold.
Bandit Leader Zubima hits Teefer for 79 darkness, 5 arcane, 7 acid, 6 fire, 11 darkness, 14 darkness (122 total damage).
Melee retaliation hits Bandit Leader Zubima for (4 flat reduction), 0 acid, (3 flat reduction), 0 physical, (1 flat reduction), 0 lightning, (3 flat reduction), 0 blight, (6 flat reduction), 0 nature (0 total damage).
Teefer the level 16 halfling bulwark was darkened to death by Bandit Leader Zubima on level 1 of bandit fortress.