Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 30 / 93% |
Size | medium |
Lifes / Deaths | Killed by Gusekira the slaver at level 30 on the 3rd Haze 123rd year of Ascendancy at 18:29 / 1 |
Primary Stats
Strength | 11 (base 11) |
Dexterity | 55 (base 45) |
Constitution | 16 (base 10) |
Magic | 61 (base 32) |
Willpower | 25 (base 10) |
Cunning | 66 (base 51) |
Resources
Life | -228/599 |
Mana | 120/349 |
Stamina | 122/280 |
Healing Factor | 1.1845771506546 |
Regeneration | 2.1914677287112 |
Speed
Mental | +3.6415315207705E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.5971225997855E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
Offense: Mainhand
Damage | 58 |
Accuracy | 67 |
Crit Chance | 31% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 67 |
Crit Chance | 28% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 21% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Blight | +22% |
Arcane | +45% |
Cold | +15% |
All | +12% |
Darkness | +30% |
Temporal | +20% |
Fire | +19% |
Physical | +22% |
Offense: Damage Penetration
Darkness | +55% |
Temporal | +35% |
Physical | +32% |
Arcane | +30% |
Fire | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 14 (51.69962066283%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 37 |
Mental Save | 50 |
Defense: Resistances
Darkness | + 61%( 70%) |
Acid | + 25%( 70%) |
Lightning | + 22%( 70%) |
Temporal | + 40%( 70%) |
Cold | + 49%( 70%) |
Arcane | + 25%( 70%) |
Fire | + 26%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 20% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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.' * You've found the needed xorn fragment. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice wyrm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 hardened leather boots 'Voryna' (0 def, 3 armour) pair of hardened leather boots 'Voryna' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +7 Mag +6 Cun +6 Con offense ------ Spellpower +5 (+1 eff.) Damage +7% acid +7% blight Ignore Armor +1 When Hit 6 physical defense ------ Armor +3 Physical save +19 (+9 eff.) Mind save +12 (+4 eff.) Disease Resist +32% other ------- Max stamina +30.00 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | Floesear Floesear1.0 Encumbrance T3 lite [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +6% arcane +3% cold Ignore resists +5% arcane When Hit 12 fire 4 cold defense ------ Defense +7 (+1 eff.) Resistance +22% cold +8% temporal +5% arcane +7% fire Physical save +13 (+7 eff.) Spell save +12 (+5 eff.) Mind save +14 (+4 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +13% Out-of-Phase Resilience +14% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Emobeth the Winterrune (0 def, 3 armour) Emobeth the Winterrune (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +3% acid +9% cold Crit Resistance 5.00% Physical save +6 (+3 eff.) Unlife -60.00 life Life +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | Deepsorder [power 180] (15 cooldown) Deepsorder [power 180] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +27% arcane Ignore resists +20% darkness When Hit 6 darkness defense ------ Resistance +5% arcane +18% darkness Fire a magical bolt dealing 202 lightning damage Puts all charms on 15 turn cooldown 100% to heal for 56. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Emelada Emelada0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +10 Wil offense ------ Critical power +10.00% Spellpower +13 (+3 eff.) Damage +3% blight defense ------ Spell save +6 (+3 eff.) Mind save +5 (+1 eff.) Confus Resist +20% Rings make your fingers look great! |
On fingers | Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.6 Power cost 50 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Cun, 65% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | hardened leather belt 'Cleansequarry' hardened leather belt 'Cleansequarry'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Damage +10% physical Ignore resists +7% physical When Hit 2 nature defense ------ Armor +8 Resistance +7% acid +5% fire +7% lightning +8% cold Spell save +6 (+3 eff.) Life Regen +1.60 Healmod +13% Cut Resist +20% Stun Resist +10% A belt that goes around your waist. |
In off hand | elemental steel dagger of massacre (119% power, 6 apr) elemental steel dagger of massacre (119% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 99 fire damage (1/turn) While equipped: offense ------ Damage +7% fire Ignore resists +5% fire Sharp, short and deadly. |
Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Dex offense ------ Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Resistance +12% darkness +13% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +12% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | focusing silk robe of power (0 def, 0 armour) focusing silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +13 (+3 eff.) Damage +12% all defense ------ Resistance +13% all other ------- Mana/turn +0.24 Psi/turn +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 493%; cd 9) movement infusion of the warrior (speed 493%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% 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. |
wild infusion of the sneak (res 31%; physical; dur 4; cd 16) wild infusion of the sneak (res 31%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 28%; physical; dur 3; cd 11) wild infusion of the sneak (res 28%; physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 126; dur 5; cd 18) shielding rune (absorb 126; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 126 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 5; blocks 4; dur 4; cd 15) stormshield rune of the titan (threshold 5; blocks 4; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 5 up to 4 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 10; blocks 4; dur 4; cd 13) stormshield rune of the warrior (threshold 10; blocks 4; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 10 up to 4 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads =heals= Earthen Beads =heals=0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Morningbloom the gold amulet Morningbloom the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +2 Resistance +15% lightning +9% light Mind save +6 (+2 eff.) Life +40.00 Life Regen +2.00 Stun Resist +47% Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of dexterity (+2) clarifying copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
Flowerrune Flowerrune0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +8 Cun +2 Wil offense ------ Mind Crit +2% Ignore resists +5% nature defense ------ Defense +6 (+1 eff.) Mind save +9 (+3 eff.) Rings make your fingers look great! |
Runaregoresta the copper ring Runaregoresta the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil offense ------ When Hit 6 physical defense ------ Defense +5 (+1 eff.) Unlife -20.00 life Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
Splendoursteel =3 CON RING= Splendoursteel =3 CON RING=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +6% light When Hit 10 mind defense ------ Resistance +5% arcane Physical save +6 (+3 eff.) Spell save +9 (+4 eff.) Knockbk Resist +20% Rings make your fingers look great! |
pixie's copper ring of perseverance pixie's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +3 Mag offense ------ Spellpower +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
steel ring of pilfering steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +10 defense ------ Defense +7 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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! |
Isona the dwarven-steel dagger (134% power, 7 apr) Isona the dwarven-steel dagger (134% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: defense ------ Resistance +9% nature +3% darkness Life +20.00 Disease Resist +20% Pinning Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
Lustrekiss (131% power, 9 apr) =17 con weapon= Lustrekiss (131% power, 9 apr) =17 con weapon=1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 131% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Against +11% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +4 Mag +9 Wil +17 Con offense ------ Physical Power +9 (+5 eff.) Damage +3% light Ignore resists +9% physical defense ------ Life +53.00 Disarm Resist +11% other ------- Light +3 Sharp, short and deadly. |
enhanced dwarven-steel dagger of daylight (118% power, 7 apr) =8 CON WEAPON= enhanced dwarven-steel dagger of daylight (118% power, 7 apr) =8 CON WEAPON=1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Nature Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 light Damage Against +13% Undead While equipped: Stats +5 Str +3 Dex +7 Mag +3 Wil +5 Cun +8 Con Sharp, short and deadly. |
balanced steel greatmaul of erosion (135% power, 2 apr) balanced steel greatmaul of erosion (135% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Nature/Master Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +12 nature While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +10 (+2 eff.) Disarm Resist +34% Massive two-handed mauls. |
hateful iron longsword of paradox (102% power, 2 apr) hateful iron longsword of paradox (102% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane/Psionic Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 darkness +7 temporal Damage Against +6% Living While equipped: defense ------ Resistance +8% temporal Sharp, long, and deadly. |
manaburning steel longsword of erosion (111% power, 3 apr) manaburning steel longsword of erosion (111% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Nature/Disrupt Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 nature On Hit: * 13 arcane resource burn Sharp, long, and deadly. |
Penitence (111% power, 4 apr, lightning element) Penitence (111% power, 4 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Nature Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+4 eff.) defense ------ Resistance +30% blight +30% lightning Affinity +20% lightning Spell save +15 (+6 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Aerebeth the rough leather belt Aerebeth the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Con offense ------ When Hit 4 physical defense ------ Defense +9 (+2 eff.) Resistance +1% physical Stealth +6 A belt that goes around your waist. |
Sleetfist Sleetfist1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +7 Mag +4 Wil offense ------ Spellpower +5 (+1 eff.) Damage +9% cold defense ------ Mind save +7 (+2 eff.) Life +67.00 other ------- Max mana +80.00 A belt that goes around your waist. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
verdant woollen robe of life (0 def, 0 armour) verdant woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con offense ------ Damage +8% nature defense ------ Resistance +5% blight +9% all Life +45.00 Life Regen +1.90 Healmod +12% Poison Resist +23% Disease Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerevena the pair of hardened leather boots (10 def, 5 armour) Aerevena the pair of hardened leather boots (10 def, 5 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +7 Con offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +5 Defense +10 (+2 eff.) Unlife -80.00 life Life Regen +5.00 Healmod +13% A pair of boots made of leather. |
Hellsblast (5 def, 8 armour) Hellsblast (5 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +6% temporal Mind save +15 (+5 eff.) Life +40.00 Confus Resist +20% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silerina (0 def, 3 armour) Silerina (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Wil +7 Con offense ------ Physical Power +15 (+8 eff.) Mindpower +5 (+3 eff.) Damage +11% physical Ignore resists +7% physical defense ------ Armor +3 Fatigue -6% Resistance +18% acid Physical save +6 (+3 eff.) other ------- Encumbrance +32 Size +1 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Zyfang the pair of iron boots (10 def, 3 armour) Zyfang the pair of iron boots (10 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Mag offense ------ Ignore resists +5% physical defense ------ Armor +3 Defense +10 (+2 eff.) Fatigue -3% Physical save +24 (+10 eff.) other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Ichorqueen' (0 def, 3 armour) =3 STAM= pair of iron boots 'Ichorqueen' (0 def, 3 armour) =3 STAM=3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Accuracy +5 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Armor +3 Fatigue +2% Life Regen +2.00 Healmod +11% other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Salaritta' (5 def, 1 armour) pair of rough leather boots 'Salaritta' (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +1 Defense +5 (+1 eff.) Resistance +6% darkness +6% temporal Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
Uriletir (0 def, 2 armour) Uriletir (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag offense ------ On-Hit 8 light Damage +4% light +13% arcane Ignore resists +5% arcane When Hit 4 arcane defense ------ Armor +2 Fatigue +3% Resistance +8% light Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Vorylemina the Frigidsweep (0 def, 1 armour) Vorylemina the Frigidsweep (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Critical power +5.00% Damage +6% cold Accuracy +11 (+3 eff.) defense ------ Armor +1 Fatigue +1% other ------- Psi when Hit +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of sorrow (0 def, 2 armour) steady hardened leather gloves of sorrow (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 16 mind 24 darkness Accuracy +7 (+2 eff.) On-Hit (Melee): * 13% chance to reduce all saves and defense by 21 defense ------ Armor +2 Physical save +8 (+4 eff.) Mind save -6 (-2 eff.) Disarm Resist +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Anydekor the cashmere wizard hat (2 def, 0 armour) =2 STAM PER TURN= Anydekor the cashmere wizard hat (2 def, 0 armour) =2 STAM PER TURN=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Cun +11 Wil defense ------ Defense +2 (+0 eff.) Physical save +7 (+4 eff.) other ------- Stamina/turn +2.00 Infravision +2 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+5 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
agate agate0.0 Encumbrance 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. |
694 alchemist agate 694 alchemist agate0.0 Encumbrance 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. |
6 aquamarine 6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Polimina Polimina2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Spell Crit +1% Critical power +10.00% Damage +6% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Resistance +9% mind Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- 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 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Torchobeisance the brass lantern Torchobeisance the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Mag +3 Wil +1 Cun offense ------ Damage +5% mind Ignore resists +10% fire other ------- Light +5 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. |
survivor's brass lantern of health survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +41.00 Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of steel shots 'Greenspar' (20/20, 132% power, 2 apr) pouch of steel shots 'Greenspar' (20/20, 132% power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Master Weapon Damage 132% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-ranged-hit +20 nature +20 arcane On-Hit, radius 1 +20 cold On-crit, radius 2 +16 cold On Hit: * 20% chance to slow global speed by 47% Shots are used with slings to pummel your foes to death. |
Shockspar [power 77] (25 cooldown) Shockspar [power 77] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% acid +18% lightning Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 38% Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 63. Torques are made by powerful psionics to store psionic powers. |
Zubamima [power 190] (15 cooldown) Zubamima [power 190] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% arcane defense ------ Defense +30 (+7 eff.) Resistance +5% arcane +6% fire Life +40.00 Poison Resist +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 232 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
extending iron torque of clear mind [power 1] (25 cooldown) extending iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 160] (15 cooldown) steel torque of mindblast [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 179 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Velagama the Voidripper [power 212] (15 cooldown) Velagama the Voidripper [power 212] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +25% acid +5% temporal When Hit 2 temporal On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Resistance +6% acid +12% darkness Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 15 turn cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of stinging [power 182] (20 cooldown) overpowered elm totem of stinging [power 182] (20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 204 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Emelynor [power 170] (15 cooldown) =2 CON TORUQ= Emelynor [power 170] (15 cooldown) =2 CON TORUQ=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Con defense ------ Defense +20 (+5 eff.) Resistance +3% lightning +6% darkness Pinning Resist +20% other ------- See Invisibility +15 Fire a magical bolt dealing 202 acid damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 105] (15 cooldown) elm wand of conjuration [power 105] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 125 acid damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elm wand of shielding [power 116] (20 cooldown) extending elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hobby the Cornac Shadowblade level 9
8th Dusk 122nd year of Ascendancy at 03:57 see stats
By Hobby the Cornac Shadowblade level 25
33rd Regrowth 123rd year of Ascendancy at 05:25 see stats
By Hobby the Cornac Shadowblade level 23
9th Allure 123rd year of Ascendancy at 19:35 see stats
By Hobby the Cornac Shadowblade level 10
27th Dusk 122nd year of Ascendancy at 02:34 see stats
By Hobby the Cornac Shadowblade level 20
57th Haze 122nd year of Ascendancy at 18:22 see stats
By Hobby the Cornac Shadowblade level 30
23rd Pyre 123rd year of Ascendancy at 03:19 see stats
By Hobby the Cornac Shadowblade level 27
54th Regrowth 123rd year of Ascendancy at 10:08 see stats
By Hobby the Cornac Shadowblade level 7
78th Pyre 122nd year of Ascendancy at 14:17 see stats
By Hobby the Cornac Shadowblade level 9
19th Dusk 122nd year of Ascendancy at 22:14 see stats
By Hobby the Cornac Shadowblade level 26
35th Regrowth 123rd year of Ascendancy at 03:10 see stats
By Hobby the Cornac Shadowblade level 18
37th Haze 122nd year of Ascendancy at 02:06 see stats
Log
Gusekira the slaver aims carefully.
Hobby's can be afflicted again.
Talent Whirlwind is ready to use.
Talent Dirty Fighting is ready to use.
Talent Phase Door is ready to use.
Talent Heartseeker is ready to use.
Gusekira the slaver activates Fearscape.
You are taken to the Fearscape!
Lore found: a fearsome sight
Infusion: Regeneration is still on cooldown for 13 turns.
Hobby uses Tumble.
Hobby uses Infusion: Movement.
Hobby is moving at extreme speed!
Lava floor burns Hobby!
Gusekira the slaver hits Hobby for 71 fire damage.
Lava floor burns Hobby!
Something hits Hobby for 71 fire damage.
Lava floor burns Hobby!
Gusekira the slaver hits Hobby for 71 fire damage.
Lava floor burns Hobby!
Something hits Hobby for 71 fire damage.
Lava floor burns Hobby!
Something hits Hobby for 71 fire damage.
Hobby the level 30 cornac shadowblade was burnt to death by Gusekira the slaver on level 1 of Fearscape.
You are brought back from the Fearscape!