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 | Dwarf |
Class | Shadowblade |
Level / Exp | 31 / 92% |
Size | huge |
Lifes / Deaths | Killed by Arymirevea the faerlhing at level 31 on the 3rd Dearth 123rd year of Ascendancy at 19:25 / 1 |
Primary Stats
Strength | 39 (base 10) |
Dexterity | 76 (base 60) |
Constitution | 17 (base 10) |
Magic | 45 (base 34) |
Willpower | 25 (base 10) |
Cunning | 45 (base 41) |
Resources
Life | -184/841 |
Mana | 252/435 |
Stamina | 168/272 |
Healing Factor | 1.1729415192739 |
Regeneration | 3.8120599376402 |
Speed
Mental | +3.6415315207705E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 92 |
Accuracy | 69 |
Crit Chance | 28% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 69 |
Crit Chance | 24% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 17% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +17% |
Fire | +8% |
Physical | +9% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Nature | +25% |
Blight | +5% |
Arcane | +10% |
Fire | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (35.65183292883%) |
Defense | 62 |
Ranged Defense | 64 |
Fatigue | 7 |
Physical Save | 40 |
Spell Save | 49 |
Mental Save | 49 |
Defense: Resistances
Blight | + 14%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 3%( 70%) |
Temporal | + 18%( 70%) |
Physical | + 2%( 70%) |
Darkness | + 11%( 70%) |
Fire | + 3%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Confusion Resistance | 31% |
Instadeath Resistance | 100% |
Poison Resistance | 11% |
Knockback Resistance | 70% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 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: 15 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 and physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 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 431 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by netherworm mass. Escort: lone alchemist (level 1 of Daikara) | failed |
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 Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Elemina the rattlesnake. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed skeleton mage skull. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within3 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 | Gorarolemas the Frigidravage (0 def, 3 armour) Gorarolemas the Frigidravage (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Dex +4 Mag offense ------ Damage +6% cold defense ------ Armor +3 Fatigue +2% Crit Resistance 5.00% Life Regen +1.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Cyreriatha the Brightpassion Cyreriatha the Brightpassion2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +5% light +25% nature defense ------ Life +41.00 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. |
On head | Mygorn (20 def, 4 armour) Mygorn (20 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +11 Str +4 Wil defense ------ Armor +4 Defense +20 (+5 eff.) Fatigue +4% Resistance +8% blight +2% physical Mind save +8 (+3 eff.) Confus Resist +20% 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 244.7 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Chalydil' (5 def, 5 armour) iron gauntlets 'Chalydil' (5 def, 5 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +5 Defense +5 (+1 eff.) Fatigue +1% Resistance +3% fire +6% mind +3% light Crit Resistance 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. |
Tool | yew wand of shielding 'Blackwish' [power 284] (20 cooldown) yew wand of shielding 'Blackwish' [power 284] (20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +8 Dex offense ------ Damage +6% darkness defense ------ Resistance +6% lightning Knockbk Resist +20% other ------- Stamina/turn +3.00 Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Chyvon the gold ring Chyvon the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +4 Wil offense ------ Spell Crit +3% Spellpower +10 (+3 eff.) Ignore resists +5% blight +10% arcane defense ------ Armor +14 Mind save +8 (+3 eff.) Silence Resist +20% other ------- Mana/turn +0.18 Max mana +40.00 Rings make your fingers look great! |
On fingers | treant's steel ring of luminosity treant's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +2 Mag offense ------ On-Hit 14 light On-Ranged-Hit 10 light Damage +11% light defense ------ Resistance +7% nature +6% blight Poison Resist +11% Disease Resist +13% Rings make your fingers look great! |
Around neck | Dagidunarion the copper amulet Dagidunarion the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +1 Con offense ------ Mindpower +7 (+3 eff.) Damage +3% physical Accuracy +5 (+1 eff.) Ignore Armor +4 defense ------ Mind save +6 (+2 eff.) Unlife -60.00 life Confus Resist +11% 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 65% Dex, 35% Cun, 50% Mag 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 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | Urokalthodig Urokalthodig1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Lck offense ------ Physical Power +4 (+1 eff.) defense ------ Resistance +6% temporal +9% nature +5% arcane Spell save +14 (+4 eff.) Stealth +9 Life +42.00 other ------- Disarm Traps +12 Infravision +4 Size +1 A belt that goes around your waist. |
In off hand | elemental iron dagger of rage (101% power, 5 apr) elemental iron dagger of rage (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun, 50% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 71 fire damage (1/turn) While equipped: Stats +2 Str offense ------ Damage +6% physical +8% fire Ignore resists +6% fire Accuracy +7 (+1 eff.) Sharp, short and deadly. |
Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour) spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +12% temporal Spell save +6 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% other ------- Max mana +40.00 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 | 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... |
Inventory
healing infusion of the sneak (heal 137; cd 11) healing infusion of the sneak (heal 137; 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 instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the sneak (speed 624%; cd 12) movement infusion of the sneak (speed 624%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 624% 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. 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 psychic (heal 328; 14 cd) regeneration infusion of the psychic (heal 328; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 328 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 143; dur 3; cd 18) shielding rune of the titan (absorb 143; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] 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 143 damage for 3 turns. 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 warrior (absorb 267; dur 5; cd 14) shielding rune of the warrior (absorb 267; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 267 damage for 5 turns. 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. |
Gylaith the gold ring Gylaith the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: defense ------ Defense +5 (+1 eff.) Resistance +9% blight +15% cold +9% mind Crit Resistance 10.00% Life +20.00 Life Regen +6.00 Stun Resist +35% Rings make your fingers look great! |
Gyrema the Frostwish Gyrema the Frostwish0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% cold When Hit 2 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 17% * 10% chance to reduce armor by 32% defense ------ Resistance +3% darkness +9% cold Physical save +8 (+3 eff.) Spell save +7 (+2 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
Kindleimmortal the copper ring Kindleimmortal the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +9% light Ignore resists +5% light +5% darkness +15% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +22% lightning +3% light Rings make your fingers look great! |
Lustrescar the gold ring Lustrescar the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) Damage +6% arcane When Hit 6 light defense ------ Defense +8 (+2 eff.) other ------- Psi when Hit +0.08 Light +3 Rings make your fingers look great! |
Turaresus the stralite ring Turaresus the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Wil offense ------ Damage +14% arcane Accuracy +13 (+3 eff.) Ignore Armor +13 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +11 (+3 eff.) Resistance +14% arcane +12% temporal Mind save +12 (+4 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring 'Belydhedata' copper ring 'Belydhedata'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +1 Dex offense ------ Physical Power +26 (+6 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Resistance +2% physical Rings make your fingers look great! |
copper ring of darkness (+22%) copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
rogue's copper ring of clarity rogue's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Mind save +6 (+2 eff.) Confus Resist +23% Rings make your fingers look great! |
Gorademas the Blizzardgore (122% power, 2 apr) Gorademas the Blizzardgore (122% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Arcane Weapon Damage 122% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 temporal On-crit, radius 2 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: offense ------ Damage +6% fire +6% cold Ignore resists +20% blight +10% cold When Hit 8 blight defense ------ Resistance +6% cold +10% temporal +3% fire Massive two-handed battleaxes. |
Borezor (121% power, 6 apr) Borezor (121% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 122% Range: 1.0x-1.3x Uses 50% Cun, 50% Mag, 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 +13 nature While equipped: offense ------ Spell Crit +3% Damage +9% arcane defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
Mayyrida (111% power, 7 apr) =8 CON= Mayyrida (111% power, 7 apr) =8 CON=1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 111% Range: 1.0x-1.3x Uses 50% Cun, 50% Mag, 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: Stats +4 Str +2 Mag +10 Wil +8 Con offense ------ Physical Crit +5.0% Critical power +25.00% Damage +9% physical Ignore resists +15% arcane Accuracy +10 (+2 eff.) Ignore Armor +10 defense ------ Mind save +3 (+1 eff.) Life +46.00 other ------- Mana-on-crit +2.00 Sharp, short and deadly. |
Startyphoon the steel dagger (118% power, 6 apr) Startyphoon the steel dagger (118% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Cun, 50% Mag, 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 light On-Hit, radius 1 +4 light On Critical: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +5 (+1 eff.) Accuracy +8 (+2 eff.) defense ------ Defense +6 (+1 eff.) Resistance +3% lightning +6% temporal Disarm Resist +22% Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger 'Dazzleglory' (118% power, 7 apr) =8 cON WEAPON= dwarven-steel dagger 'Dazzleglory' (118% power, 7 apr) =8 cON WEAPON=1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Cun, 50% Mag, 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 +8 mind +8 light On-crit, radius 2 +8 light +16 cold While equipped: Stats +8 Con +9 Wil defense ------ Resistance +15% cold Life +40.00 Sharp, short and deadly. |
elemental stralite dagger of crippling (135% power, 9 apr) elemental stralite dagger of crippling (135% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 135% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun, 50% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 71 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +21% fire Ignore resists +15% fire Sharp, short and deadly. |
Bethynor the Squalorworth (108% power, 3 apr) Bethynor the Squalorworth (108% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 108% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +4 Str +7 Con offense ------ Physical Crit +7.0% Ignore resists +10% nature +7% physical Accuracy +11 (+2 eff.) Ignore Armor +9 defense ------ Defense +30 (+7 eff.) Blunt and deadly. |
Icestriker the steel mace (122% power, 3 apr) Icestriker the steel mace (122% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Damage +3% arcane Ignore resists +25% arcane +25% cold When Hit 8 acid 4 cold On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Resistance +12% acid Blunt and deadly. |
Xanirin (102% power, 2 apr) =6 CON WEAPON= Xanirin (102% power, 2 apr) =6 CON WEAPON=3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 102% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +6 Con +6 Wil offense ------ Mind Crit +1% Critical power +10.00% defense ------ Resistance +12% mind Life +15.00 other ------- Psi when Hit +0.08 Max psi +20.00 One-handed war axes. |
Ulaledunagrim the Bogarc Ulaledunagrim the Bogarc1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Dex offense ------ Ignore resists +5% physical defense ------ Resistance +6% nature Unlife -40.00 life Life +32.00 A belt that goes around your waist. |
hardened leather belt 'Adibrema' hardened leather belt 'Adibrema'1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag +5 Wil +4 Cun offense ------ Spell Crit +2% Damage +9% blight Against +26% Summoned defense ------ Fatigue -6% Resistance +8% blight +6% temporal Resist Against +19% Summoned other ------- Encumbrance +26 Mana-on-crit +2.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your 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 +3 Wil offense ------ Against +15% Summoned defense ------ Resistance +6% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Hanagorn the linen cloak (1 def, 4 armour) Hanagorn the linen cloak (1 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Con offense ------ Physical Power +10 (+2 eff.) Damage +3% mind Ignore resists +10% physical defense ------ Armor +4 Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eremolanik' (1 def, 6 armour) =3mag= linen cloak 'Eremolanik' (1 def, 6 armour) =3mag=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Wil +3 Mag offense ------ Spell Crit +3% Spellpower +15 (+5 eff.) Ignore Shields +10% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +5% arcane +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Muckwarden' (12 def, 0 armour) linen cloak 'Muckwarden' (12 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Ignore resists +5% nature +5% physical defense ------ Defense +12 (+3 eff.) Resistance +3% light Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of the Shaloren (1 def, 0 armour) regal linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil defense ------ Defense +1 (+0 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 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. |
Areba the Blindpyre (0 def, 3 armour) Areba the Blindpyre (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +5 (+2 eff.) Damage +9% light +3% acid defense ------ Armor +3 Fatigue +2% Resistance +6% acid Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Hate-on-crit +2.00 Max psi +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots 'Gynarigen' (0 def, 3 armour) pair of iron boots 'Gynarigen' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +3 Fatigue +2% Resistance +6% acid +3% temporal +5% arcane +3% light Spell save +12 (+4 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 'Scaldnull' (0 def, 1 armour) pair of rough leather boots 'Scaldnull' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Fatigue -5% Resistance +3% fire Physical save +6 (+2 eff.) other ------- Encumbrance +22 Infravision +1 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 120.71 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Elenehek the rough leather cap (25 def, 1 armour) Elenehek the rough leather cap (25 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Mag +3 Wil offense ------ Critical power +5.00% Accuracy +10 (+2 eff.) When Hit 8 physical defense ------ Armor +1 Defense +25 (+6 eff.) Fatigue +1% Resistance +6% blight Mind save +6 (+2 eff.) A cap made of leather. |
Gorain the linen wizard hat (1 def, 0 armour) Gorain the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +1 Wil +1 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Defense +1 (+0 eff.) Resistance +6% fire +5% cold other ------- See Invisibility +3 A pointy cloth hat, very wizardly... |
Wretchwalker (6 def, 13 armour) Wretchwalker (6 def, 13 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Damage +6% nature Accuracy +8 (+2 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +13 Defense +6 (+1 eff.) Fatigue +3% Resistance +5% arcane Crit Resistance 15.00% Unlife -40.00 life Life +100.00 A cap made of leather. |
Yaraldir the dwarven-steel helm (20 def, 4 armour) Yaraldir the dwarven-steel helm (20 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +4 Defense +20 (+5 eff.) Fatigue +4% Resistance +10% lightning +8% temporal +3% darkness +6% blight +4% physical +9% acid Healmod +5% Stun Resist +10% Knockbk Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Ereludoharachak' (0 def, 4 armour) =IGNORE SHIELDS= dwarven-steel helm 'Ereludoharachak' (0 def, 4 armour) =IGNORE SHIELDS=3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +3 Cun +7 Con offense ------ Physical Power +4 (+1 eff.) Ignore resists +20% blight Ignore Shields +30% defense ------ Armor +4 Fatigue +4% Spell save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+4 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.90 to 119.70 lightning damage (79.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Silebrevena the Poxgash (9 def, 6 armour) Silebrevena the Poxgash (9 def, 6 armour)9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) Ignore resists +15% lightning +5% mind When Hit 4 nature defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +6% Mind save +12 (+4 eff.) A suit of armour made of leather. |
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. |
492 alchemist agate 492 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 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. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eclipsewind the iron pickaxe (dig speed 37 turns) Eclipsewind the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag +1 Wil offense ------ Damage +5% nature defense ------ Resistance +11% nature Disarm Resist +10% Teleport Resist +20% 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. |
5 emerald 5 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. |
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. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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. |
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. |
Blackpiety [power 165] (15 cooldown) Blackpiety [power 165] (15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +25% darkness +5% temporal On-Hit (Melee): * 10% chance to reduce damage dealt by 17% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Willowsweeper [power 2] (25 cooldown) Willowsweeper [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +6% mind defense ------ Resistance +12% nature +9% lightning Spell save +18 (+6 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of mindblast [power 160] (15 cooldown) cleansing steel torque of mindblast [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Silodann [power 512] (15 cooldown) Silodann [power 512] (15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: defense ------ Defense +15 (+4 eff.) Resistance +3% mind +3% blight Poison Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sting an enemy dealing 512 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 24% for 2 turns. 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of healing [power 146] (17 cooldown) supercharged elm totem of healing [power 146] (17 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 146 Puts all charms on 17 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. |
Hellsreeve the ash wand of lightning storm [power 170] (15 cooldown) Hellsreeve the ash wand of lightning storm [power 170] (15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% temporal Ignore resists +15% temporal defense ------ Resistance +6% fire other ------- Wards +3 acid +3 light +3 mind +3 lightning Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to heal for 41. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
3 citrine 3 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 Yeatsta the Dwarf Shadowblade level 10
15th Profit 122nd year of Ascendancy at 04:35 see stats
By Yeatsta the Dwarf Shadowblade level 23
30th Iron 123rd year of Ascendancy at 19:54 see stats
By Yeatsta the Dwarf Shadowblade level 31
37th Profit 123rd year of Ascendancy at 00:27 see stats
By Yeatsta the Dwarf Shadowblade level 10
15th Profit 122nd year of Ascendancy at 04:33 see stats
By Yeatsta the Dwarf Shadowblade level 20
3rd Shortage 122nd year of Ascendancy at 10:23 see stats
By Yeatsta the Dwarf Shadowblade level 30
10th Profit 123rd year of Ascendancy at 23:03 see stats
By Yeatsta the Dwarf Shadowblade level 22
8th Iron 123rd year of Ascendancy at 10:14 see stats
By Yeatsta the Dwarf Shadowblade level 6
21st Voratun 122nd year of Ascendancy at 02:02 see stats
By Yeatsta the Dwarf Shadowblade level 6
30th Voratun 122nd year of Ascendancy at 08:34 see stats
By Yeatsta the Dwarf Shadowblade level 9
6th Profit 122nd year of Ascendancy at 15:25 see stats
By Yeatsta the Dwarf Shadowblade level 25
27th Steel 123rd year of Ascendancy at 13:37 see stats
By Yeatsta the Dwarf Shadowblade level 20
4th Shortage 122nd year of Ascendancy at 13:56 see stats
Log
Yeatsta is not stunned anymore.
Talent Shadowstep is ready to use.
Hurricane from Arymirevea the faerlhing hits Yeatsta for 120 lightning damage.
Arymirevea the faerlhing casts Lightning.
Arymirevea the faerlhing's spell attains critical power!
Yeatsta reacts to damage from Arymirevea the faerlhing, mitigating the blow!.
Yeatsta's fades into the shadows.
Yeatsta resists!
Arymirevea the faerlhing deactivates Disruption Shield.
Arymirevea the faerlhing's disruption shield collapses and then explodes in a powerful manastorm!
Arymirevea the faerlhing hits Yeatsta for (90 reacted , -4 stam), 284 lightning (284 total damage).
Talent Dual Strike is ready to use.
LIFE LOST WARNING!
Arymirevea the faerlhing's arcane area effect hits Yeatsta for 111 arcane damage.
Hurricane from Arymirevea the faerlhing hits Yeatsta for 136 lightning damage.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Yeatsta uses Infusion: Healing.
Yeatsta receives 238 healing from Infusion: Healing.
Infusion: Healing is still on cooldown for 12 turns.
Infusion: Healing is still on cooldown for 12 turns.
Yeatsta uses Infusion: Regeneration.
Yeatsta starts regenerating health quickly.
Arymirevea the faerlhing casts Manathrust.
Yeatsta reacts to damage from Arymirevea the faerlhing, mitigating the blow!.
Arymirevea the faerlhing hits Yeatsta for (113 reacted , -4 stam), 341 arcane (341 total damage).
Arymirevea the faerlhing's arcane area effect hits Yeatsta for 111 arcane damage.
Yeatsta the level 31 dwarf shadowblade was imploded to death by Arymirevea the faerlhing on level 1 of Ruined Dungeon.