Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Arcane Blade |
Level / Exp | 37 / 8% |
Size | medium |
Lifes / Deaths | Killed by Islysevea the mountain troll at level 11 on the 3rd Profit 122nd year of Ascendancy at 20:16 0 / 8Killed by elven blood mage at level 16 on the 42nd Profit 122nd year of Ascendancy at 03:06 Killed by Adyba the giant green ant at level 22 on the 3rd Dearth 122nd year of Ascendancy at 10:25 Killed by Belibeth the large brown snake at level 22 on the 3rd Dearth 122nd year of Ascendancy at 12:03 Killed by Assassin Lord at level 24 on the 22nd Loss 122nd year of Ascendancy at 19:58 Killed by Nerelaith the ice wyrm at level 27 on the 20th Shortage 122nd year of Ascendancy at 20:25 Killed by Nerelaith the ice wyrm at level 30 on the 29th Steel 123rd year of Ascendancy at 12:08 Killed by Beardo at level 37 on the 8th Stralite 123rd year of Ascendancy at 09:57 |
Primary Stats
Strength | 53 (base 16) |
Dexterity | 39 (base 27) |
Constitution | 23 (base 10) |
Magic | 85 (base 60) |
Willpower | 50 (base 10) |
Cunning | 98 (base 60) |
Resources
Life | 1084/1084 |
Mana | 301/301 |
Stamina | 307/307 |
Steam | 100/100 |
Healing Factor | 1.3999022211821 |
Regeneration | 29.74792220012 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 11 |
See Stealth | 59.519345751312 |
See Invisible | 59.519345751312 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 49 |
Accuracy | 56 |
Crit Chance | 67% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 56 |
Crit Chance | 70% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +87% |
Light | +3% |
Temporal | +6% |
Darkness | +26% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Temporal | +20% |
Blight | +15% |
Cold | +5% |
Fire | +50% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 33.712985901998 (65.897138898113%) |
Defense | 36 |
Ranged Defense | 45 |
Fatigue | 6 |
Physical Save | 63 |
Spell Save | 64 |
Mental Save | 73 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 26%( 70%) |
Cold | + 37%( 70%) |
All | 0%( 70%) |
Lightning | + 70%( 70%) |
Light | + 8%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 14%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 52%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 42% |
Confusion Resistance | 72% |
Silence Resistance | 28% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 293 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 716 damage for 7 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 574 damage for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Feather Wind |
talent | Shock Hands |
talent | Premonition |
talent | Shielding |
talent | Stone Skin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 188. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. * You've found the needed naga tongue. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within5 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 defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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 | pair of dwarven-steel boots 'Elothra' (0 def, 4 armour) pair of dwarven-steel boots 'Elothra' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Cun +2 Con dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +6% temporal Res.pen +20% temporal ----- def ----- Armour +4 Fatigue +3% Resists +6% temporal Phys.save +13 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +28% Confus- +29% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Relgoldil Relgoldil1.0 T3 lite [Random Unique] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% darkness Phasing +30% ----- def ----- Resists +8% blight +3% temporal +8% light Affinity +5% darkness Phys.save +10 (+2 eff.) Spell.save +6 (+1 eff.) HP.reg +7.00 Heal.mod +17% ---------- misc Mana/turn +0.08 Max.mana +100.00 Light +4 Infravis +4 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 215.91 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Cracklemarrow the dwarven-steel helm (0 def, 4 armour) Cracklemarrow the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +15% lightning Res.pen +25% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +15% lightning ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Skullcracker: Puts all charms on 17 cooldown Level 3.0 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 238.0 Physical damage. If the attack hits, the target is confused (37% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Issareblek the Flashpower (0 def, 2 armour) Issareblek the Flashpower (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +21% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning HP.reg +3.00 ---------- misc Stam/turn +1.00 Hate/m.crit +4.00 Max.stam +19.00 Light +3 Talents +3 Spring Grapple Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Silyvea the Shinewind (dig speed 9 turns) Silyvea the Shinewind (dig speed 9 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str +11 Wil dps ---------- Phys.crit +7.0% Mind.crit +8% Crit.mult +15.00% Phys.pwr +7 (+3 eff.) Dmg.mod +3% light Apr +14 ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Shiverwild Shiverwild0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +17% lightning +9% cold Res.pen +15% blight +5% cold Acc +15 (+5 eff.) Apr +12 Melee Ret 4 blight ----- def ----- Defense +12 (+5 eff.) Resists +34% lightning +12% cold Max.HP +29.00 Disarm- +42% Pinning- +33% Knockbk- +38% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Shadowwinter Shadowwinter0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +17% darkness +9% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +18% acid +37% darkness +25% fire +22% lightning +25% cold Spell.save +10 (+2 eff.) Rings make your fingers look great! |
Around neck | stralite amulet 'Gorigund' stralite amulet 'Gorigund'0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Wil +5 Con +13 Lck dps ---------- Spell.crit +3% Acc +11 (+4 eff.) Melee Ret 4 acid ----- def ----- Defense +10 (+4 eff.) Resists +14% mind Phys.save +15 (+3 eff.) Spell.save +6 (+1 eff.) Unseen.red 11% Max.HP +39.00 HP.reg +5.00 Confus- +33% ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
In main hand | magewarrior's short yew magestaff of wizardry (20-24 power, 4 apr, lightning element) magewarrior's short yew magestaff of wizardry (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +8 (+3 eff.) Spell.pwr +19 (+5 eff.) Dmg.mod +20% lightning Acc +7 (+3 eff.) ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Blazeweeper Blazeweeper1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +25 (+7 eff.) Res.pen +10% mind +25% fire ----- def ----- Resists +6% fire Phys.save +16 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) A belt that goes around your waist. |
In off hand | thought-forged dwarven-steel dagger of crippling (18-23 power, 7 apr) thought-forged dwarven-steel dagger of crippling (18-23 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 mind On Hit: * 13% chance to reduce all saves and defense by 33 * splashes acid on your target dealing 54 damage and reducing their armor On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
Cloak | restorative cashmere cloak of mindcraft (2 def, 0 armour) restorative cashmere cloak of mindcraft (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +12% blight +12% nature +24% lightning HP.reg +6.00 Heal.mod +12% Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Searcrack the dwarven-steel mail armour (3 def, 8 armour) Searcrack the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +10 Cun +12 Wil dps ---------- Res.pen +25% fire Melee Ret 2 blight ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% blight +21% fire Mind.save +26 (+6 eff.) A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 147% / cooldown 55%) medical injector implant of the psychic (efficiency 147% / cooldown 55%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 55%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 132% / cooldown 96%) medical injector implant of the warrior (efficiency 132% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 96%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 553%; cd 14) movement infusion of the duelist (speed 553%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 553% 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. 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 |
movement infusion of the warrior (speed 597%; cd 12) movement infusion of the warrior (speed 597%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 597% 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 |
shatter afflictions rune of the duelist (absorb 131; cd 13) shatter afflictions rune of the duelist (absorb 131; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 4 turns and blocking 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. 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 |
stormshield rune of the sneak (threshold 24; blocks 6; dur 4; cd 17) stormshield rune of the sneak (threshold 24; blocks 6; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp 3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Eclipsethorn Eclipsethorn0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Melee Ret 6 blight ----- def ----- Resists +11% mind +3% darkness Confus- +22% ---------- misc Mana/turn +0.04 Amulets make your neck look great! |
starlit copper amulet of strength (+2) starlit copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% light +11% darkness Blind- +20% Amulets make your neck look great! |
Dawnkiss Dawnkiss0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% mind +25% light Melee Ret 8 light On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +12% lightning Stun/Frz- +27% Amulets make your neck look great! |
Isleriaba the Radiancevortex Isleriaba the Radiancevortex0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% light +10% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +12% lightning +6% mind +21% acid Stun/Frz- +32% Amulets make your neck look great! |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Aeritta Aeritta0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Crit.mult +10.00% Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +3% arcane +7% physical Res.pen +20% mind ----- def ----- Resists +16% light +15% darkness +5% arcane Blind- +28% Amulets make your neck look great! |
Chillwasp Chillwasp0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% acid +6% blight +18% fire +6% nature +15% cold Phys.save +13 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +15 (+3 eff.) Blind- +18% ---------- misc Infravis +5 Sight +2 See.Invis +5 Amulets make your neck look great! |
Isseziladar the gold amulet Isseziladar the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Dex +8 Wil +2 Con ----- def ----- Armour +3 Defense +6 (+3 eff.) Res.Cap +4% all Phys.save +10 (+2 eff.) ---------- misc See.Invis +9 Amulets make your neck look great! |
Loamquench Loamquench0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil dps ---------- S.pwr/crit +2 Dmg.mod +3% nature ----- def ----- Mind.save +6 (+1 eff.) Confus- +20% ---------- misc Max.mana +60.00 Rings make your fingers look great! |
Urivor the copper ring Urivor the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% physical Mind.save +6 (+1 eff.) Rings make your fingers look great! |
copper ring 'Harysta' copper ring 'Harysta'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag dps ---------- Res.pen +5% temporal Phasing +30% Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Resists +9% temporal Spell.save +12 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring 'Xanith' copper ring 'Xanith'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Mag +1 Wil dps ---------- Phys.pwr +20 (+7 eff.) ----- def ----- Defense +15 (+6 eff.) Crit.chn- 5.00% Max.HP +21.00 Disarm- +24% Pinning- +24% Knockbk- +23% Rings make your fingers look great! |
wizard's copper ring of pilfering wizard's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Spell.save +6 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Adywe the steel ring Adywe the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +6 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +7 (+2 eff.) Res.pen +15% blight ----- def ----- Armour +6 Die.at -40.00 life ---------- misc Max.vim +30.00 Rings make your fingers look great! |
Dawnstrider the steel ring Dawnstrider the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 6 physical Ranged+ 5 physical Dmg.mod +11% cold On Hit (Melee): * 12% chance to reduce all saves and defense by 33 On Hit (Ranged): * 12% chance to reduce all saves and defense by 33 ----- def ----- Defense +6 (+3 eff.) Resists +6% light +22% cold ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Infravis +3 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring 'Kilnknave' steel ring 'Kilnknave'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% fire +6% cold Melee Ret 8 mind ----- def ----- Resists +6% fire Blind- +26% ---------- misc Infravis +4 See.Stealth +10 See.Invis +9 Rings make your fingers look great! |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
Xanywe the Blazeriver Xanywe the Blazeriver0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +19 Wil dps ---------- Dmg.mod +24% mind Melee Ret 6 mind ----- def ----- Mind.save +38 (+9 eff.) Silence- +38% ---------- misc Mana/turn +0.31 Light +3 Rings make your fingers look great! |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Poltergeist's Umbral Razor (25-32 power, 10 apr) Poltergeist's Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +2 Str +2 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 167.73 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
plaguebringer's steel dagger of crippling (14-18 power, 6 apr) plaguebringer's steel dagger of crippling (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Master Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 29 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Disease- +14% Sharp, short and deadly. |
Zereldir the Blindwither (24-31 power, 7 apr) Zereldir the Blindwither (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 24.0 - 31.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 light +8 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- Dmg.mod +6% light Melee Ret 2 cold Sharp, short and deadly. |
enhanced dwarven-steel dagger of corruption (18-23 power, 7 apr) enhanced dwarven-steel dagger of corruption (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Nature Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 While equipped: Stats +3 Str +6 Dex +5 Mag +3 Wil +5 Cun +3 Con Sharp, short and deadly. |
elemental stralite dagger of evisceration (29-38 power, 9 apr) elemental stralite dagger of evisceration (29-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 105 lightning damage (1/turn) On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +10 (+4 eff.) Dmg.mod +9% lightning Res.pen +15% lightning Sharp, short and deadly. |
enhanced stralite dagger of rage (30-39 power, 9 apr) enhanced stralite dagger of rage (30-39 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +8 Str +7 Dex +5 Mag +11 Wil +6 Cun +3 Con dps ---------- Dmg.mod +9% physical Acc +9 (+3 eff.) Sharp, short and deadly. |
Zanigund the linen robe (0 def, 0 armour) Zanigund the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Dex +6 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +18% cold +7% all ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazedare the rough leather belt Blazedare the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Light +3 A belt that goes around your waist. |
Cyridhevea the rough leather belt Cyridhevea the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Defense +8 (+4 eff.) Resists +3% light +6% lightning Phys.save +3 (+0 eff.) Stealth +5 Poison- +20% Confus- +10% A belt that goes around your 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. |
noble's rough leather belt of burglary noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +6 Cun +6 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +5 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Kindlereaper' rough leather belt 'Kindlereaper'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +15% lightning +3% temporal +6% blight +3% cold +5% arcane HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
Poramira the linen cloak (1 def, 0 armour) Poramira the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Mind.save +6 (+1 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Unrafast' (1 def, 0 armour) linen cloak 'Unrafast' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- S.pwr/crit +6 Dmg.mod +3% blight Res.pen +5% arcane Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Mana/turn +0.16 Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of hardened leather boots 'Gloombore' (0 def, 3 armour) pair of hardened leather boots 'Gloombore' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Wil +7 Con dps ---------- Phys.crit +7.0% Crit.mult +10.00% Melee Ret 8 darkness ----- def ----- Armour +3 Resists +11% lightning +10% temporal Mind.save +9 (+2 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Smearjam' (0 def, 3 armour) pair of hardened leather boots 'Smearjam' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +9% fire +3% nature +7% physical On Hit (Melee): * 10% chance to slow global speed by 61% * 20% chance to reduce all saves and defense by 33 ----- def ----- Armour +3 Resists +6% mind +3% fire ---------- misc Size +1 A pair of boots made of leather. |
Furnacemortal (5 def, 3 armour) Furnacemortal (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +9% temporal +9% nature +9% cold Phys.save +12 (+3 eff.) Mind.save +13 (+3 eff.) HP.reg +4.00 Confus- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+1 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Torchblight the pair of dwarven-steel boots (0 def, 4 armour) Torchblight the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Con dps ---------- Res.pen +10% fire Melee Ret 6 mind ----- def ----- Armour +4 Fatigue +3% Resists +6% mind +18% fire Phys.save +19 (+4 eff.) Mind.save +14 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of dexterity (+2) (0 def, 1 armour) steady rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +17 (+5 eff.) ----- def ----- Armour +1 Phys.save +5 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +20% Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +1 Crit +5.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Relgonik (0 def, 4 armour) Relgonik (0 def, 4 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Melee+ 6 lightning 7 cold Dmg.mod +5% lightning +3% cold Acc +6 (+2 eff.) Apr +1 ----- def ----- Armour +4 Resists +12% lightning +6% cold Phys.save +5 (+1 eff.) Mind.save +6 (+1 eff.) Disarm- +32% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +6 lightning +6 ice On Hit: 10% Ice Breath 3 On Hit: 10% Perfect Control 3 On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour) scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+5 eff.) On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Spell.save +12 (+3 eff.) Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +9.0% Atk.spd 100% On Hit: * 17 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of dexterity (+4) (0 def, 2 armour) steady hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +21 (+6 eff.) ----- def ----- Armour +2 Phys.save +6 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +20% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +3 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's dwarven-steel gauntlets (0 def, 12 armour) stone warden's dwarven-steel gauntlets (0 def, 12 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +12 Hardiness +7% Fatigue +3% Resists +6% physical Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 5% Stone Touch 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Sparkpassion the linen wizard hat (1 def, 0 armour) Sparkpassion the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning +9% fire +11% mind Res.pen +10% lightning Melee Ret 2 light 2 fire ----- def ----- Defense +1 (+0 eff.) Resists +11% mind +3% fire A pointy cloth hat, very wizardly... |
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 +3 Wil +4 Mag 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. |
Emeligavea (0 def, 4 armour) Emeligavea (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +2 Dex +3 Cun +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +12% acid +3% fire Phys.save +3 (+0 eff.) Max.HP +20.00 Cut- +20% Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 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. |
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. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
315 alchemist agate 315 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Ichorbreacher Ichorbreacher2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +5% arcane Mind.save +6 (+1 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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.(107 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. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +45.00 ---------- 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. |
alchemist's lamp 'Glalranne' alchemist's lamp 'Glalranne'1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +7% cold +6% darkness +7% temporal Phys.save +8 (+2 eff.) Max.HP +40.00 Heal.mod +30% Def/telep +12 Res/telep +12% Dur/telep +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Saluwen (dig speed 32 turns) Saluwen (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +4 Mag +3 Wil dps ---------- Res.pen +25% acid ----- def ----- Fatigue -5% ---------- misc Equi/ret +0.08 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 187.04 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 (1/2) Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 335/400 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. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of gale force 'Islulaith' [power 170] (13 cooldown) steel torque of gale force 'Islulaith' [power 170] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +4 Con dps ---------- Phys.crit +5.0% Apr +3 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
ash wand of shielding 'Branesin' [power 200] (17 cooldown) ash wand of shielding 'Branesin' [power 200] (17 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ---------- misc Vim/s.crit +2.00 Max.mana +100.00 Max.vim +40.00 Create a shield absorbing up to 305 damage on yourself and all friendly characters within 10 spaces for 5 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. |
Achievements
By Beardo the Dwarf Arcane Blade level 35
1st Stralite 123rd year of Ascendancy at 21:18 see stats
By Beardo the Dwarf Arcane Blade level 25
11st Shortage 122nd year of Ascendancy at 02:08 see stats
By Beardo the Dwarf Arcane Blade level 37
8th Stralite 123rd year of Ascendancy at 06:53 see stats
By Beardo the Dwarf Arcane Blade level 23
25th Dearth 122nd year of Ascendancy at 16:19 see stats
By Beardo the Dwarf Arcane Blade level 26
20th Shortage 122nd year of Ascendancy at 12:20 see stats
By Beardo the Dwarf Arcane Blade level 28
29th Shortage 122nd year of Ascendancy at 21:27 see stats
By Beardo the Dwarf Arcane Blade level 10
2nd Profit 122nd year of Ascendancy at 21:05 see stats
By Beardo the Dwarf Arcane Blade level 20
14th Wealth 122nd year of Ascendancy at 13:05 see stats
By Beardo the Dwarf Arcane Blade level 30
16th Iron 123rd year of Ascendancy at 10:19 see stats
By Beardo the Dwarf Arcane Blade level 24
22nd Loss 122nd year of Ascendancy at 23:46 see stats
By Beardo the Dwarf Arcane Blade level 17
10th Wealth 122nd year of Ascendancy at 22:42 see stats
By Beardo the Dwarf Arcane Blade level 5
19th Voratun 122nd year of Ascendancy at 01:27 see stats
By Beardo the Dwarf Arcane Blade level 30
16th Iron 123rd year of Ascendancy at 21:48 see stats
By Beardo the Dwarf Arcane Blade level 8
2nd Acquisition 122nd year of Ascendancy at 01:46 see stats
By Beardo the Dwarf Arcane Blade level 32
32nd Steel 123rd year of Ascendancy at 15:56 see stats
By Beardo the Dwarf Arcane Blade level 24
24th Loss 122nd year of Ascendancy at 20:20 see stats
By Beardo the Dwarf Arcane Blade level 11
6th Profit 122nd year of Ascendancy at 04:12 see stats
By Beardo the Dwarf Arcane Blade level 24
24th Loss 122nd year of Ascendancy at 09:34 see stats
By Beardo the Dwarf Arcane Blade level 25
1st Shortage 122nd year of Ascendancy at 00:45 see stats
By Beardo the Dwarf Arcane Blade level 18
11st Wealth 122nd year of Ascendancy at 08:39 see stats
By Beardo the Dwarf Arcane Blade level 30
29th Steel 123rd year of Ascendancy at 12:08 see stats
Log
Today is the 11st Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 12nd Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 13rd Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Today is the 14th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 15th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 16th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Ran for 2 turns (stop reason: hostile spotted to the northwest (ziguranth patrol)).
Today is the 17th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 18th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:30.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
There is a Golem Graveyard here (press '' or right click to use).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is a Golem Graveyard here (press '' or right click to use).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
The furious lightning storm around Beardo calms down and disappears.