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! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Archer |
Level / Exp | 29 / 24% |
Size | medium |
Lifes / Deaths | Killed by Porymina the weaver young at level 21 on the 12nd Regrowth 123rd year of Ascendancy at 10:54 1 / 6Killed by Assassin Lord at level 23 on the 10th Pyre 123rd year of Ascendancy at 10:24 Killed by elven mage at level 25 on the 1st Mirth 123rd year of Ascendancy at 09:13 Killed by Borfast the Broken at level 26 on the 10th Dusk 123rd year of Ascendancy at 05:43 Killed by The Master at level 29 on the 57th Dusk 123rd year of Ascendancy at 01:30 Killed by ghoul at level 29 on the 57th Dusk 123rd year of Ascendancy at 04:20 |
Primary Stats
Strength | 42 (base 26) |
Dexterity | 76 (base 59) |
Constitution | 17 (base 13) |
Magic | 54 (base 39) |
Willpower | 37 (base 10) |
Cunning | 31 (base 12) |
Resources
Life | -319/621 |
Positive | 114/114 |
Stamina | 31/162 |
Healing Factor | 1.162941519274 |
Regeneration | 16.504470176622 |
Speed
Mental | +32.681529441466% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +92.521365919101% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
Offense: Mainhand
Damage | 160 |
Accuracy | 67 |
Crit Chance | 36% |
APR | 31 |
Speed | 0.75 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Acid | +15% |
Nature | +15% |
Temporal | +3% |
Blight | +5% |
Arcane | +3% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Physical | +30% |
Lightning | +24% |
Mind | +29% |
All | +19% |
Defense: Base
Armour (hardiness) | 34 (79.007671158813%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 30 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 20%( 70%) |
Light | + 20%( 70%) |
Nature | + 49%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 46%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 20% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 467 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% 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 Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Chant of Fortitude |
talent | Trained Reactions |
talent | Secrets of the Eternals |
beneficial effect | The target has 14 increased life regeneration. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Increases attack speed by 9%. Bullseye |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 48.95 darkness damage per turn. Bane of Confusion |
detrimental effect | Reduces global action speed by 32% and all outgoing projectiles speed by 57%. Congeal Time |
beneficial effect | Increases attack speed by 24%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
detrimental effect | Reduces global action speed by 16%. Slow |
beneficial effect | Increases global action speed by 41%. Speed |
detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 22.80 blight damage per turn. Rotting Disease |
detrimental effect | Soul absorbed upon death. Soul Leech |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Concealment |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by luminous horror. Escort: lone alchemist (level 2 of Daikara) | failed |
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 successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Filio Flightfond. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 5 of Dreadfell) | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 280. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 vial of greater demon bile. * You've found the needed giant spider spinneret. * '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 have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Aroraneg the Scaldripper (13/20, 157% power, 10 apr) Aroraneg the Scaldripper (13/20, 157% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 157% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +10.0% Capacity 20 Ranged+ +16 fire +4 mind On Crit.r2 +4 mind On Hit: * 20% chance to reduce all saves and defense by 25 On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Gloryta' brass lantern 'Gloryta'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +6.0% Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind Res.pen +10% mind Apr +2 ----- def ----- Die.at -80.00 life ---------- misc Stam/turn +2.00 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. |
On head | Tempestraven the rough leather cap (0 def, 1 armour) Tempestraven the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +5 Dex dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% arcane +3% light Die.at -40.00 life Heal.mod +10% Poison- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 66.9 Physical damage. If the attack hits, the target is confused (43% 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. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | gold quartz ring gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
On fingers | gladiator's steel ring of misery gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 physical Ranged+ 12 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 12% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Bokyruindur the yew longbow Bokyruindur the yew longbow4.0 T3 longbow 2H weapon [Random Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit.r1 +4 temporal On Crit.r2 +16 temporal While equipped: Stats +6 Dex dps ---------- Dmg.mod +3% temporal Res.pen +11% physical +19% all Acc +29 (+7 eff.) Apr +19 Melee Ret 2 temporal Longbows are used to shoot arrows at your foes. |
On hands | hardened leather gloves 'Silokira' (0 def, 2 armour) hardened leather gloves 'Silokira' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag +6 Wil +4 Cun dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +7 (+3 eff.) Melee+ 5 arcane 8 blight Dmg.mod +3% arcane +5% blight ----- def ----- Armour +2 Resists +5% arcane +6% blight ---------- misc Light +2 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. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | thick cashmere cloak of implacability (2 def, 8 armour) thick cashmere cloak of implacability (2 def, 8 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +11% cold Phys.save +7 (+4 eff.) Mind.save +5 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Lisiyadawe Lisiyadawe0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +3% light +6% cold Max.HP +20.00 Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 750%; cd 10) movement infusion of the warrior (speed 750%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 750% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 318; 15 cd) regeneration infusion of the duelist (heal 318; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 266; 16 cd) regeneration infusion of the wizard (heal 266; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 22 Travel.spd instantaneous 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 (absorb 58; cd 13) shatter afflictions rune (absorb 58; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
warrior's steel amulet of manastreaming warrior's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.40 Mana/turn +0.24 Max.mana +20.00 Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (142). 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. |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of arcana (+0.12/turn) rogue's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
titan's copper ring of perseverance titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 7.38 cold and 6.42 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. |
mule's steel ring of perseverance mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +3.00 Stun/Frz- +26% ---------- misc Max.enc +21 Rings make your fingers look great! |
savior's steel ring of the mountain (+11%) savior's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +8 (+4 eff.) Spell.save +9 (+5 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
Porawe the Blastshaper (100% power, 2 apr, temporal element) Porawe the Blastshaper (100% power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +3% lightning +10% temporal +9% light ----- def ----- Defense +6 (+2 eff.) Resists +3% lightning ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 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 45.73 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. |
steel waraxe of massacre (121% power, 3 apr) steel waraxe of massacre (121% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 122% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Beentir the Magmaseam Beentir the Magmaseam4.0 T1 longbow 2H weapon [Rare] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Crit.r2 +8 fire While equipped: dps ---------- Phys.crit +3.0% Mind.pwr +5 (+2 eff.) Acc +9 (+2 eff.) ----- def ----- Resists +6% darkness +3% light ---------- misc Hate/m.crit +3.00 Longbows are used to shoot arrows at your foes. |
Surefire Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elm longbow elm longbow4.0 T1 longbow 2H weapon [Normal] Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
mighty elm longbow of acid mighty elm longbow of acid4.0 T1 longbow 2H weapon [Ego] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +14% acid Longbows are used to shoot arrows at your foes. |
Poltergeist's Merkul's Second Eye Poltergeist's Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
elven-wood longbow of enduring elven-wood longbow of enduring4.0 T4 longbow 2H weapon [Ego+] Nature Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +18 Wil +14 Con ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
rough leather sling rough leather sling4.0 T1 sling 1H weapon [Normal] Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
quiver of elm arrows (23/23, 107% power, 5 apr) quiver of elm arrows (23/23, 107% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 107% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (15/20, 117% power, 10 apr) Hornet Stingers (15/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
barbed quiver of ash arrows of paradox (18/18, 137% power, 7 apr) barbed quiver of ash arrows of paradox (18/18, 137% power, 7 apr)3.0 T2 arrow ammo [Ego+] Arcane/Master Power 137% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 18 Ranged+ +8 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of erosion (17/17, 135% power, 7 apr) deadly quiver of ash arrows of erosion (17/17, 135% power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 135% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +8 nature Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of wind (20/20, 131% power, 7 apr) deadly quiver of ash arrows of wind (20/20, 131% power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 131% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage Arrows are used with bows to pierce your foes to death. |
self-loading pouch of iron shots (10/10, 112% power, 1 apr) self-loading pouch of iron shots (10/10, 112% power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 112% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 10 Rld cld 4 Shots are used with slings to pummel your foes to death. |
linen robe 'Blazebiter' (0 def, 0 armour) linen robe 'Blazebiter' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +18% fire +3% light +7% all ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour (3 def, 2 armour) prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% light +10% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.21 to 69.64 lightning damage (46.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
troll-hide cured leather armour of Eyal (6 def, 4 armour) troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +53.00 HP.reg +5.00 Heal.mod +22% A suit of armour made of leather. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots (0 def, 3 armour) miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour) wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +1 Phys.save +11 (+6 eff.) Mind.save +11 (+5 eff.) ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
polar rough leather gloves (0 def, 1 armour) polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +5% cold 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. |
temporal rough leather gloves of dexterity (+3) (0 def, 1 armour) temporal rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 temporal Ranged+ 5 temporal Dmg.mod +4% temporal Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% temporal 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. |
Adunor the linen wizard hat (1 def, 0 armour) Adunor the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
grounding linen wizard hat (1 def, 0 armour) grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +5% temporal A pointy cloth hat, very wizardly... |
iron helm 'Aryta' (0 def, 3 armour) iron helm 'Aryta' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +11% light +10% darkness Phys.save +9 (+5 eff.) Die.at -40.00 life ---------- misc Stam/turn +1.00 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
dwarven-steel helm 'Getorab' (0 def, 12 armour) dwarven-steel helm 'Getorab' (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +12 Fatigue +4% Resists +9% acid +9% lightning +13% cold +12% mind +8% fire Crit.chn- 5.00% Phys.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Amoyakhad Amoyakhad2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% acid +9% cold Max.HP +20.00 Heal.mod +5% Disease- +10% Knockbk- +20% ---------- misc Light +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. |
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.(93 power, based on Willpower). Uses 10 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. |
ethereal alchemist's lamp of focus ethereal alchemist's lamp of focus0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +9% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Floewoe (dig speed 38 turns) Floewoe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% cold Res.pen +20% acid Melee Ret 2 acid 6 cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +11% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Legolas the Shalore Archer level 21
49th Regrowth 123rd year of Ascendancy at 10:48 see stats
By Legolas the Shalore Archer level 25
7th Flare 123rd year of Ascendancy at 11:27 see stats
By Legolas the Shalore Archer level 18
57th Haze 122nd year of Ascendancy at 07:41 see stats
By Legolas the Shalore Archer level 26
10th Flare 123rd year of Ascendancy at 14:51 see stats
By Legolas the Shalore Archer level 21
7th Decay 122nd year of Ascendancy at 13:43 see stats
By Legolas the Shalore Archer level 19
57th Haze 122nd year of Ascendancy at 17:47 see stats
By Legolas the Shalore Archer level 10
4th Flare 122nd year of Ascendancy at 08:07 see stats
By Legolas the Shalore Archer level 20
6th Decay 122nd year of Ascendancy at 04:57 see stats
By Legolas the Shalore Archer level 23
10th Pyre 123rd year of Ascendancy at 13:16 see stats
By Legolas the Shalore Archer level 25
1st Mirth 123rd year of Ascendancy at 14:12 see stats
By Legolas the Shalore Archer level 20
7th Decay 122nd year of Ascendancy at 08:19 see stats
By Legolas the Shalore Archer level 5
1st Mirth 122nd year of Ascendancy at 18:52 see stats
By Legolas the Shalore Archer level 24
64th Pyre 123rd year of Ascendancy at 02:29 see stats
By Legolas the Shalore Archer level 9
1st Summertide 122nd year of Ascendancy at 04:45 see stats
By Legolas the Shalore Archer level 25
77th Pyre 123rd year of Ascendancy at 19:17 see stats
By Legolas the Shalore Archer level 17
52nd Haze 122nd year of Ascendancy at 03:56 see stats
Log
Legolas's Shoot performs a ranged critical strike against Elder vampire!
Legolas's Shoot hits Elder vampire for (200 ignored), 0 physical, (5 ignored), 0 physical, 7 fire, (2 ignored), 0 mind, 2 temporal, 2 mind, 7 temporal (17 total damage).
Legolas's Shoot hits Ghoul for 1 mind, 6 temporal (7 total damage).
Ghoul uses Gnaw.
Legolas repels an attack from Ghoul.
Deep Wound from Legolas hits Elder vampire for (23 ignored), 0 physical (0 total damage).
Poison from Legolas hits Elder vampire for 2 nature damage.
Legolas's Intuitive Shots hits Ghoul for 25 physical, 4 physical, 5 fire, 2 mind, 1 temporal (38 total damage).
Legolas uses Headshot.
Deep Wound from Legolas hits Ghoul for 20 physical damage.
Skeleton master archer speeds up.
Skeleton master archer is less vulnerable.
The Master is less vulnerable.
Legolas's Headshot performs a ranged critical strike against Elder vampire!
Deep Wound from Legolas hits The Master for (3 to minion: ghoul), 21 physical (21 total damage).
Legolas's Headshot hits Elder vampire for 288 physical, 5 physical, 7 fire, 2 mind, 2 temporal, 2 mind, 7 temporal (313 total damage).
Legolas's Headshot hits Ghoul for 1 mind, 6 temporal (7 total damage).
Rotting Disease from Elder vampire hits Legolas for 15 blight damage.
Bane of Confusion from The Master hits Legolas for 51 darkness damage.
Spikes of Decrepitude hits Legolas for 10 cold, 12 darkness (22 total damage).
Ghoul uses Retch.
Ghoul VOMITS on the ground!
Legolas repels an attack from Elder vampire.
The Master casts Invoke Darkness.
The Master's spell attains critical power!
Legolas reacts to damage from The Master, mitigating the blow!.
Skeleton master archer is not crippled anymore.
Ghoul speeds up in the retch.
Elder vampire's deep wound closes.