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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Adventure |
Sex | Female |
Race | Dwarf |
Class | Shadowblade |
Level / Exp | 25 / 30% |
Size | medium |
Lifes / Deaths | Killed by Emetha the vampire at level 15 on the 14th Dearth 122nd year of Ascendancy at 02:24 1 / 6Killed by Ivilaith the giant army ant at level 18 on the 24th Loss 122nd year of Ascendancy at 18:37 Killed by Porokira the cold drake at level 23 on the 3rd Steel 123rd year of Ascendancy at 02:05 Killed by Layelle the heavy bone giant at level 24 on the 23rd Steel 123rd year of Ascendancy at 20:54 Killed by snow giant thunderer at level 25 on the 31st Steel 123rd year of Ascendancy at 10:22 Killed by Boscie at level 25 on the 31st Steel 123rd year of Ascendancy at 11:06 |
Primary Stats
Strength | 46 (base 10) |
Dexterity | 61 (base 54) |
Constitution | 16 (base 10) |
Magic | 19 (base 18) |
Willpower | 25 (base 10) |
Cunning | 57 (base 42) |
Resources
Life | 873/785 |
Mana | 249/319 |
Stamina | 180/210 |
Healing Factor | 1.4745771506544 |
Regeneration | 62.49042014711 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
See Stealth | 11 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 76 |
Accuracy | 54 |
Crit Chance | 26% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 54 |
Crit Chance | 23% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 15% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
Nature | +3% |
Fire | +15% |
Mind | +7% |
Arcane | +3% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 35 (57.718496631565%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 33 |
Mental Save | 46 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 44%( 70%) |
All | + 32%( 70%) |
Darkness | + 41%( 70%) |
Light | + 36%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 40%( 70%) |
Fire | + 38%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Disarm Resistance | 27% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Pinning Resistance | 46% |
Poison Resistance | 20% |
Knockback Resistance | 27% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 2/5 |
| 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 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 35.1, stamina regeneration by 10.9 and all damage resistance by 25%. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 29%. Shadowstrike |
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 lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 rough leather boots 'Ce'Neratha' (0 def, 1 armour) pair of rough leather boots 'Ce'Neratha' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +7 Str +3 Mag +4 Wil defense ------ Armor +1 other ------- Infravision +1 See Invisibility +3 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | alchemist's lamp 'Bethanne' alchemist's lamp 'Bethanne'1.0 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +7% mind +3% arcane Ignore resists +10% arcane defense ------ Armor +4 Resistance +3% acid Mind save +8 (+2 eff.) Cut Resist +20% other ------- Light +7 See Stealth +11 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Branykaltholar (0 def, 3 armour) Branykaltholar (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +13 Str +6 Dex defense ------ Armor +3 Fatigue +3% Resistance +12% blight +6% temporal +7% darkness Spell save +9 (+4 eff.) Mind save +8 (+2 eff.) Unlife -20.00 life Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 150.2 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | Glacierradiance (0 def, 11 armour) Glacierradiance (0 def, 11 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +6 Str +2 Dex +3 Cun offense ------ Damage +9% cold When Hit 8 physical 4 cold defense ------ Armor +11 Physical save +7 (+2 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Malolathablek (dig speed 30 turns) Malolathablek (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore Armor +6 defense ------ Armor +8 Resistance +5% arcane +9% fire Unlife -20.00 life Silence Resist +10% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Scaldsaw the steel ring Scaldsaw the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% fire defense ------ Crit Resistance 10.00% Unlife -40.00 life Life +67.00 Healmod +20% Disease Resist +20% Disarm Resist +27% Pinning Resist +26% Knockbk Resist +27% Rings make your fingers look great! |
On fingers | Growtrencher the steel ring Growtrencher the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% nature Accuracy +5 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +6% nature +6% light Unlife -60.00 life Life +50.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
Around neck | Emema the steel amulet Emema the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Critical power +5.00% defense ------ Armor +4 Mind save +12 (+4 eff.) other ------- Stamina/turn +3.00 Masteries +0.22 Spell/Divination Amulets make your neck look great! |
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 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +19% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Aerida the steel dagger (103% power, 6 apr) Aerida the steel dagger (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 104% 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 +8 darkness +8 mind Damage Against +9% Living While equipped: offense ------ Critical power +20.00% defense ------ Crit Resistance 15.00% Healmod +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
Cloak | Lisytta (22 def, 4 armour) Lisytta (22 def, 4 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +4 Defense +22 (+6 eff.) Resistance +3% blight +18% cold +6% darkness Physical save +10 (+3 eff.) Life +61.00 Pinning Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | linen robe 'Tulidurak' (0 def, 0 armour) linen robe 'Tulidurak' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +12% physical defense ------ Resistance +12% physical +3% temporal +7% all Poison Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the psychic (heal 164; 16 cd) regeneration infusion of the psychic (heal 164; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 164 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 302; 16 cd) regeneration infusion of the warrior (heal 302; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. 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 (res 17%; mental; dur 4; cd 13) wild infusion (res 17%; mental; dur 4; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical; dur 4; cd 15) wild infusion (res 17%; magical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the titan (absorb 38; cd 22) shatter afflictions rune of the titan (absorb 38; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 221; dur 3; cd 17) shielding rune of the sneak (absorb 221; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 3 turns. 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. |
Brandsweep Brandsweep0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ When Hit 6 fire defense ------ Armor +2 Resistance +6% blight +6% fire Spell save +3 (+1 eff.) Amulets make your neck look great! |
Runerain the steel amulet Runerain the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +4 Wil offense ------ On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Resistance +12% light +13% darkness Blind Resist +24% other ------- Light +3 Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 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... |
grounding gold amulet of cunning (+3) =STUN RESIST= grounding gold amulet of cunning (+3) =STUN RESIST=0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +13% lightning Stun Resist +28% Amulets make your neck look great! |
serendipitous steel amulet of healing serendipitous steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+2 eff.) Resist unseen 12% Healmod +11% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 224 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet of mastery (0.11 Technique / Combat veteran) steel amulet of mastery (0.11 Technique / Combat veteran)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Technique/Combat veteran Amulets make your neck look great! |
conjurer's copper ring of life conjurer's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) defense ------ Life +40.00 Life Regen +6.00 Healmod +12% Rings make your fingers look great! |
copper ring 'Velavea' copper ring 'Velavea'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +9% acid Accuracy +10 (+4 eff.) On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Resistance +6% acid +3% physical other ------- Max stamina +10.00 Rings make your fingers look great! |
psionicist's copper ring of nature (+22%) psionicist's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% nature defense ------ Resistance +22% nature Mind save +4 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
iron battleaxe of the mystic (109% power, 1 apr) =3 MAG WEAPON= iron battleaxe of the mystic (109% power, 1 apr) =3 MAG WEAPON=3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +7 (+4 eff.) Massive two-handed battleaxes. |
Squalorrace (120% power, 7 apr) Squalorrace (120% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 121% 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 +13 blight +7 cold +8 nature On-Hit, radius 1 +4 nature On Hit: 20% Epidemic level 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 15 While equipped: offense ------ Damage +9% darkness Ignore resists +15% nature +8% all Accuracy +11 (+4 eff.) Ignore Armor +7 defense ------ Disease Resist +18% Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +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. |
arcing voratun dagger of paradox (146% power, 9 apr) arcing voratun dagger of paradox (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane Weapon Damage 147% 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 +10.0% Attack Speed 100% On-hit +8 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage While equipped: defense ------ Resistance +8% temporal Sharp, short and deadly. |
elemental steel dagger (103% power, 6 apr) elemental steel dagger (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane Weapon Damage 104% 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 41 acid damage (1/turn) While equipped: offense ------ Damage +8% acid Ignore resists +6% acid Sharp, short and deadly. |
elemental steel dagger of massacre (123% power, 6 apr) elemental steel dagger of massacre (123% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 123% 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 41 fire damage (1/turn) While equipped: offense ------ Damage +5% fire Ignore resists +8% fire Sharp, short and deadly. |
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% 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 +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
steel dagger of projection (109% power, 6 apr) steel dagger of projection (109% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Psionic Weapon Damage 109% 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: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
truestriking iron dagger (100% power, 5 apr) truestriking iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 100% 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 +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +6 (+2 eff.) Ignore Armor +5 Sharp, short and deadly. |
truestriking iron dagger of massacre (111% power, 5 apr) truestriking iron dagger of massacre (111% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 111% 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 +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +5 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
elemental steel greatmaul of projection (138% power, 2 apr) elemental steel greatmaul of projection (138% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego++] Arcane/Psionic Weapon Damage 139% 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: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 41 fire damage (1/turn) While equipped: offense ------ Damage +10% fire Ignore resists +13% fire Massive two-handed mauls. |
iron greatmaul 'Gorespiker' (118% power, 1 apr) =2 str 2 CUN= iron greatmaul 'Gorespiker' (118% power, 1 apr) =2 str 2 CUN=5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Psionic Weapon Damage 119% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 mind On Hit: * 19% chance to reduce all saves and defense by 20 While equipped: Stats +2 Str +3 Mag +4 Wil +2 Cun offense ------ On-Hit (Melee): * 10% chance to slow global speed by 46% Massive two-handed mauls. |
Hellswell the steel mace (109% power, 3 apr) Hellswell the steel mace (109% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +19 fire While equipped: offense ------ Global Speed +3% Damage +24% mind Ignore resists +7% fire +20% mind +10% arcane When Hit 4 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Resistance +6% fire Blunt and deadly. |
yew magestaff of illumination (120% power, 4 apr, fire element) yew magestaff of illumination (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% fire defense ------ Defense +9 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 50.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Elama the Swampbraid (101% power, 3 apr) =stats wep= Elama the Swampbraid (101% power, 3 apr) =stats wep=3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% Damage Against +5% Unnatural On-Hit, radius 1 +4 nature +8 cold On Hit: * 20% chance to slow global speed by 46% * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 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 +5 Str +5 Dex +5 Mag +4 Wil +5 Cun +6 Con One-handed war axes. |
blurring rough leather belt of the giants blurring rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Defense +8 (+2 eff.) Spell save +5 (+2 eff.) Stealth +6 other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Polynne' rough leather belt 'Polynne'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Mag offense ------ Spellpower +10 (+5 eff.) Damage +9% blight defense ------ Resistance +6% fire +5% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
rough leather belt 'Velileth' rough leather belt 'Velileth'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Armor +2 Resistance +9% cold +6% fire +2% physical Knockbk Resist +10% A belt that goes around your waist. |
Boltresolve (1 def, 0 armour) =1 mag 3 cun cloak= Boltresolve (1 def, 0 armour) =1 mag 3 cun cloak=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil +3 Cun offense ------ Mind Crit +1% Critical power +10.00% When Hit 6 lightning defense ------ Defense +1 (+0 eff.) other ------- Max hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samebar the Glacierstone (1 def, 0 armour) Samebar the Glacierstone (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Crit +1.0% Ignore resists +5% cold Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Pyrevault' (1 def, 0 armour) linen cloak 'Pyrevault' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +2 Con offense ------ Critical power +10.00% Physical Power +5 (+2 eff.) Damage +3% mind defense ------ Defense +1 (+0 eff.) Resistance +3% fire other ------- Hate-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 +1 Cun +2 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +12% darkness +10% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +14% 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. |
spellwoven cashmere robe (0 def, 0 armour) spellwoven cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) defense ------ Resistance +11% all Spell save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betynor the Glimmerraze (0 def, 1 armour) Betynor the Glimmerraze (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +21% lightning +9% temporal other ------- Light +1 A pair of boots made of leather. |
pair of rough leather boots of disengagement (0 def, 1 armour) pair of rough leather boots of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +1 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. |
hardened leather gloves of the nighthunter (0 def, 2 armour) =TRACK GLOVES= hardened leather gloves of the nighthunter (0 def, 2 armour) =TRACK GLOVES=1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun offense ------ Accuracy +8 (+3 eff.) defense ------ Armor +2 Resistance +8% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves (0 def, 6 armour) sand rough leather gloves (0 def, 6 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 physical Damage +4% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adanne the Sepsisveil (0 def, 1 armour) Adanne the Sepsisveil (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) Damage +9% nature +3% darkness Ignore resists +15% nature When Hit 2 darkness defense ------ Armor +1 Fatigue +1% Resistance +3% acid A cap made of leather. |
Chamimarig (1 def, 0 armour) =3 DEX= Chamimarig (1 def, 0 armour) =3 DEX=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Mind Crit +3% defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +6% temporal Mind save +3 (+1 eff.) other ------- Psi when Hit +0.08 A pointy cloth hat, very wizardly... |
Emodann (2 def, 0 armour) Emodann (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Dex +2 Wil +1 Cun +1 Con offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) defense ------ Defense +2 (+1 eff.) Resistance +9% mind other ------- Psi/turn +0.16 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 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Pitchwar the linen wizard hat (1 def, 0 armour) Pitchwar the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +2 Wil offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Defense +1 (+0 eff.) Resistance +10% fire +7% cold A pointy cloth hat, very wizardly... |
Yvygawen (0 def, 1 armour) Yvygawen (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +6% acid +3% physical Spell save +6 (+3 eff.) Life +40.00 Teleport Resist +10% A cap made of leather. |
hardened leather cap 'Emelekira' (0 def, 3 armour) hardened leather cap 'Emelekira' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Ignore Armor +2 defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +8% temporal +3% physical +12% acid Physical save +3 (+1 eff.) Unlife -20.00 life A cap made of leather. |
linen wizard hat 'Grinyrach' (11 def, 0 armour) linen wizard hat 'Grinyrach' (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +3% mind defense ------ Defense +11 (+3 eff.) Unlife -20.00 life Stun Resist +20% other ------- EQ when Hit +0.70 Psi when Hit +0.90 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
Smolderwish (4 def, 8 armour) Smolderwish (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +1 Mag +4 Cun +7 Con offense ------ On-Hit 12 acid 9 fire Damage +9% fire When Hit 12 acid 11 fire defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +20% Resistance +15% acid +7% physical -14% light +25% fire +9% darkness Crit Resistance 10.00% Physical save +20 (+6 eff.) Spell save +7 (+3 eff.) Mind save +9 (+3 eff.) A suit of armour made of mail. |
Adylle the Nimbuswake (3 def, 2 armour) Adylle the Nimbuswake (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: offense ------ When Hit 4 lightning defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +3% lightning +3% nature +5% arcane Life +21.00 A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
cured leather armour of Toknor (6 def, 4 armour) cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Bokyrion the quiver of ash arrows (18/18, 138% power, 7 apr) Bokyrion the quiver of ash arrows (18/18, 138% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 138% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +7 Critical Rate +1.5% Capacity 18 Projectile Speed +200% On-ranged-hit +20 temporal While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
201 alchemist agate 201 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. |
2 aquamarine 2 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. |
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. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
iron pickaxe 'Grinabers' (dig speed 40 turns) iron pickaxe 'Grinabers' (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +4 Cun offense ------ Damage +6% nature defense ------ Resistance +11% nature Crit Resistance 15.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
Porobeth the Chillstriker Porobeth the Chillstriker2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Dex +1 Mag +2 Cun +2 Con 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. |
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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Tulysta [power 170] (15 cooldown) Tulysta [power 170] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex +1 Con defense ------ Defense +5 (+1 eff.) Resistance +9% blight +9% fire Crit Resistance 5.00% Blast the opponent's mind dealing 182 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Chamiragrim the Dazzlemaim [power 122] (15 cooldown) Chamiragrim the Dazzlemaim [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +5 Wil +6 Con offense ------ When Hit 6 light defense ------ Resistance +6% light +9% cold Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of healing [power 176] (10 cooldown) quick ash totem of healing [power 176] (10 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 10 turn cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
2 ametrine 2 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. |
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 Boscie the Dwarf Shadowblade level 10
42nd Profit 122nd year of Ascendancy at 06:37 see stats
By Boscie the Dwarf Shadowblade level 23
6th Steel 123rd year of Ascendancy at 23:45 see stats
By Boscie the Dwarf Shadowblade level 24
28th Steel 123rd year of Ascendancy at 23:18 see stats
By Boscie the Dwarf Shadowblade level 10
14th Profit 122nd year of Ascendancy at 08:17 see stats
By Boscie the Dwarf Shadowblade level 20
30th Loss 122nd year of Ascendancy at 13:23 see stats
By Boscie the Dwarf Shadowblade level 22
14th Iron 123rd year of Ascendancy at 16:15 see stats
By Boscie the Dwarf Shadowblade level 5
19th Voratun 122nd year of Ascendancy at 23:55 see stats
By Boscie the Dwarf Shadowblade level 10
32nd Profit 122nd year of Ascendancy at 14:23 see stats
By Boscie the Dwarf Shadowblade level 7
3rd Acquisition 122nd year of Ascendancy at 20:46 see stats
By Boscie the Dwarf Shadowblade level 25
31st Steel 123rd year of Ascendancy at 02:01 see stats
By Boscie the Dwarf Shadowblade level 18
3rd Loss 122nd year of Ascendancy at 08:10 see stats
By Boscie the Dwarf Shadowblade level 25
31st Steel 123rd year of Ascendancy at 11:06 see stats
Log
Talent Phase Door is ready to use.
Talent Trained Reactions is ready to use.
Talent Shadow Feed is ready to use.
Talent Shadow Combat is ready to use.
Talent Infusion: Movement is ready to use.
Talent Whirlwind is ready to use.
Boscie activates Trained Reactions.
Boscie activates Shadow Combat.
Boscie deactivates Stealth.
Boscie activates Shadow Feed.
Talent Infusion: Wild is ready to use.
Stealth is still on cooldown for 8 turns.
Stealth is still on cooldown for 7 turns.
Stealth is still on cooldown for 6 turns.
Stealth is still on cooldown for 5 turns.
Talent Chant of Fortitude is ready to use.
Boscie activates Chant of Fortitude.
Stealth is still on cooldown for 3 turns.
Stealth is still on cooldown for 2 turns.
Stealth is still on cooldown for 1 turns.
Talent Stealth is ready to use.
Boscie activates Stealth.
Talent Infusion: Healing is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!