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 | 21 / 43% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nevena the anaconda at level 20 on the 26th Loss 122nd year of Ascendancy at 10:28 / 2Killed by Mayulema the poison ivy at level 21 on the 29th Loss 122nd year of Ascendancy at 18:25 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 67 (base 50) |
Constitution | 24 (base 10) |
Magic | 39 (base 13) |
Willpower | 33 (base 10) |
Cunning | 53 (base 39) |
Resources
Life | -30/602 |
Mana | 192/335 |
Stamina | 125/234 |
Healing Factor | 1.1172674059366 |
Regeneration | 0.27931685148416 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 57 |
Accuracy | 64 |
Crit Chance | 24% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 64 |
Crit Chance | 23% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +7% |
Light | +12% |
Nature | +6% |
Cold | +5% |
Arcane | +15% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +5% |
Cold | +5% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 2 (44.574340358689%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 32 |
Mental Save | 33 |
Defense: Resistances
Darkness | + 24%( 70%) |
Lightning | + 22%( 70%) |
Nature | + 17%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 17%( 70%) |
Mind | + 15%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Disarm Resistance | 70% |
Stun Resistance | 20% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 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 magical and physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 739% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 |
Equipment
On feet | Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Light source | Yvysethra Yvysethra2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +2.0% defense ------ Defense +20 (+5 eff.) other ------- Light +8 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 | linen wizard hat 'Arcflash' (1 def, 0 armour) linen wizard hat 'Arcflash' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Con +7 Mag offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) When Hit 2 lightning defense ------ Defense +1 (+0 eff.) Crit Resistance 10.00% other ------- Mana/turn +0.13 Light +2 A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Earyyatar' (0 def, 2 armour) hardened leather gloves 'Earyyatar' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Wil +7 Con offense ------ On-Hit 5 nature Damage +6% nature When Hit 4 arcane defense ------ Armor +2 Resistance +6% blight +5% nature +5% arcane Disarm Resist +46% other ------- Masteries +0.40 Technique/Grappling 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 | piercing elm totem of healing [power 122] (15 cooldown) piercing elm totem of healing [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Glaretrail the steel ring Glaretrail the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +6 Dex +2 Mag +8 Cun offense ------ Damage +12% light Ignore resists +5% light Accuracy +5 (+1 eff.) defense ------ Defense +6 (+1 eff.) Life +26.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
On fingers | Churuihir the steel ring Churuihir the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +8 Wil +2 Con offense ------ Spellpower +7 (+3 eff.) Damage +9% mind Ignore resists +10% mind When Hit 2 acid defense ------ Resistance +3% mind Spell save +11 (+5 eff.) Mind save +8 (+4 eff.) other ------- Max stamina +17.00 Rings make your fingers look great! |
Around neck | grounding copper amulet of dexterity (+4) grounding copper amulet of dexterity (+4)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
In main hand | elemental steel dagger of massacre (118% power, 6 apr) elemental steel dagger of massacre (118% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 79 cold damage (1/turn) While equipped: offense ------ Damage +5% cold Ignore resists +5% cold Sharp, short and deadly. |
Around waist | rough leather belt 'Radhybar' rough leather belt 'Radhybar'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +3% physical Accuracy +15 (+3 eff.) defense ------ Defense +5 (+1 eff.) Life +31.00 other ------- Stamina/turn +3.00 A belt that goes around your waist. |
In off hand | elemental iron dagger (101% power, 5 apr) elemental iron dagger (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Arcane Weapon Damage 101% 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% On Hit: * Create an explosion dealing 79 acid damage (1/turn) While equipped: offense ------ Damage +7% acid Ignore resists +5% acid Sharp, short and deadly. |
Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +2 Dex offense ------ Accuracy +5 (+1 eff.) Ignore Armor +4 defense ------ Defense +2 (+0 eff.) Resistance +14% darkness +12% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +10% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | 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. |
Inventory
acid wave rune of the warrior (damage 83; dur 4; cd 21) acid wave rune of the warrior (damage 83; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 82.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
Air's kiss Air's kiss0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Con offense ------ Critical power +14.00% Physical Power +30 (+12 eff.) Spellpower +7 (+3 eff.) Damage +9% blight +7% fire When Hit 4 lightning defense ------ Physical save +15 (+8 eff.) Unlife -40.00 life Amulets make your neck look great! |
Strikeblight the copper amulet Strikeblight the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +2% Damage +3% blight Ignore resists +20% lightning defense ------ Resistance +6% darkness +3% lightning Amulets make your neck look great! |
copper amulet of magic (+2) copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
insulating steel amulet of dexterity (+4) insulating steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +12% fire +14% cold Amulets make your neck look great! |
wanderer's copper amulet wanderer's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Scumvalor the steel ring Scumvalor the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Cun +5 Mag offense ------ Physical Power +6 (+3 eff.) Spellpower +13 (+5 eff.) Mindpower +6 (+3 eff.) Ignore resists +10% nature +5% cold When Hit 2 cold On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
copper ring 'Voidnigh' copper ring 'Voidnigh'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +11% light On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +3% lightning +3% cold +22% light +3% darkness Mind save +3 (+1 eff.) Unlife -40.00 life Rings make your fingers look great! |
copper ring of power copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+2 eff.) Rings make your fingers look great! |
sneakthief's copper ring of luminosity sneakthief's copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun offense ------ On-Hit 12 light On-Ranged-Hit 11 light Damage +10% light Accuracy +6 (+1 eff.) Rings make your fingers look great! |
titan's steel ring of tenacity titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +29.00 Disarm Resist +24% Pinning Resist +24% Knockbk Resist +20% Rings make your fingers look great! |
Salitha (148% power, 2 apr) Salitha (148% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 149% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +13 acid +17 nature While equipped: offense ------ Ignore resists +13% acid +10% nature Ignore Armor +10 defense ------ Resistance +3% acid +6% temporal +3% darkness Silence Resist +10% Massive two-handed battleaxes. |
hateful steel dagger of erosion (104% power, 6 apr) hateful steel dagger of erosion (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Psionic Weapon Damage 105% 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 +7 nature +6 darkness Damage Against +7% Living Sharp, short and deadly. |
hateful steel dagger of projection (104% power, 6 apr) hateful steel dagger of projection (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Psionic Weapon Damage 105% 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 +5 darkness Damage Against +9% Living 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. |
Arcumbra (116% power, 1 apr) Arcumbra (116% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 116% 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% While equipped: offense ------ Damage +6% mind +9% fire Ignore resists +10% mind +9% physical Accuracy +9 (+2 eff.) Ignore Armor +9 On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +15% lightning Massive two-handed mauls. |
ash longbow of cold ash longbow of cold4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +14 cold While equipped: offense ------ Damage +17% cold Longbows are used to shoot arrows at your foes. |
elemental steel longsword (113% power, 3 apr) elemental steel longsword (113% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 79 cold damage (1/turn) While equipped: offense ------ Damage +9% cold Ignore resists +8% cold Sharp, long, and deadly. |
truestriking steel longsword (112% power, 3 apr) truestriking steel longsword (112% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Master Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +6 (+1 eff.) Ignore Armor +5 Sharp, long, and deadly. |
iron mace of massacre (118% power, 2 apr) iron mace of massacre (118% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
thorny mindstar of balance (98% power, 24 apr, nature damage) thorny mindstar of balance (98% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 99% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of life (94% power, 24 apr, nature damage) thorny mindstar of life (94% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Life +16.00 Life Regen +0.80 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
earthen dragonbone vilestaff (136% power, 6 apr, fire element) earthen dragonbone vilestaff (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+5 eff.) Damage +30% fire defense ------ Armor +5 Hardiness +4% Physical save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elm magestaff of might (100% power, 2 apr, cold element) magelord's elm magestaff of might (100% power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +8% Spellpower +9 (+3 eff.) On-Hit 16 arcane Damage +10% cold other ------- Max mana +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of power (115% power, 3 apr, darkness element) potent ash vilestaff of power (115% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 115% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +13 (+5 eff.) Damage +17% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Treeravager (103% power, 2 apr) Treeravager (103% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +4 nature While equipped: Stats +2 Str +1 Mag +3 Wil offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +6 (+1 eff.) Disarm Resist +20% One-handed war axes. |
steel waraxe of evisceration (107% power, 3 apr) steel waraxe of evisceration (107% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 107% 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% On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+3 eff.) One-handed war axes. |
Dagiromirin the Sootvein Dagiromirin the Sootvein1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +1 Wil +1 Con defense ------ Fatigue -5% Resistance +6% darkness Crit Resistance 15.00% other ------- Encumbrance +20 A belt that goes around your waist. |
insulating rough leather belt of transcendence insulating rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +5% fire +6% cold Physical save +5 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Poragalralaith' rough leather belt 'Poragalralaith'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Con offense ------ Accuracy +15 (+3 eff.) defense ------ Life +31.00 Life Regen +2.00 Silence Resist +10% Teleport Resist +20% A belt that goes around your waist. |
Aeryruista the Deepswinter (6 def, 8 armour) Aeryruista the Deepswinter (6 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +15% darkness defense ------ Armor +8 Defense +6 (+1 eff.) Resistance +11% light +11% fire Mind save +3 (+1 eff.) Stealth +5 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daimugar (7 def, 0 armour) =IGNMORE SHIEKDS= Daimugar (7 def, 0 armour) =IGNMORE SHIEKDS=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +2 Wil offense ------ Ignore resists +5% arcane Ignore Shields +30% defense ------ Defense +7 (+1 eff.) Physical save +6 (+3 eff.) other ------- Mana/turn +0.04 Vim-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. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ 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. |
spellcowled linen cloak of Eldoral (1 def, 0 armour) spellcowled linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Dex +2 Mag +2 Wil +1 Cun defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galavor (15 def, 0 armour) Galavor (15 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Spell Crit +8% Mind Crit +3% Spellpower +7 (+3 eff.) Mindpower +19 (+9 eff.) Damage +13% light +8% darkness +10% arcane defense ------ Defense +15 (+3 eff.) Resistance +11% all Physical save +6 (+3 eff.) Spell save +9 (+4 eff.) Mind save +18 (+8 eff.) other ------- Max mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
dreamer's cashmere robe (0 def, 0 armour) dreamer's cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +13% darkness +13% mind +11% all Physical save +10 (+5 eff.) Spell save +12 (+6 eff.) Mind save +23 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of lightning (+15%) (0 def, 0 armour) focusing woollen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +9% all other ------- Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Blacktickler' (0 def, 0 armour) woollen robe 'Blacktickler' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +12% lightning +12% cold Ignore resists +10% darkness defense ------ Resistance +18% lightning +21% cold +9% darkness +9% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerimagund (0 def, 1 armour) Aerimagund (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +1 Con offense ------ Critical power +5.00% defense ------ Armor +1 Resistance +7% fire +6% cold Mind save +9 (+4 eff.) A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Eremyzor (0 def, 4 armour) Eremyzor (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Con offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) defense ------ Armor +4 Fatigue +3% Resistance +9% acid +8% fire +8% cold Physical save +12 (+6 eff.) Mind save +15 (+7 eff.) other ------- Stamina/turn +0.50 Max stamina +14.00 Max hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorulaith the Skylore (0 def, 1 armour) Glorulaith the Skylore (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +6% lightning +9% cold On-Hit (Melee): * 20% chance to slow global speed by 48% * 20 arcane resource burn defense ------ Armor +1 Resistance +3% light +5% arcane Stealth +6 A pair of boots made of leather. |
Huruzilachak the Phoenixbrace (0 def, 3 armour) Huruzilachak the Phoenixbrace (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Critical power +5.00% Spellpower +4 (+2 eff.) Ignore Shields +10% When Hit 2 arcane 8 fire defense ------ Armor +3 Fatigue +2% other ------- Mana/turn +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lisarialle the pair of iron boots (0 def, 9 armour) Lisarialle the pair of iron boots (0 def, 9 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Physical Power +20 (+8 eff.) Damage +6% mind +3% physical Ignore Armor +1 defense ------ Armor +9 Fatigue +2% Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voryyata the pair of rough leather boots (0 def, 3 armour) Voryyata the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Mag +1 Wil offense ------ Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Armor +3 Resistance +3% mind other ------- Infravision +2 A pair of boots made of leather. |
pair of iron boots 'Xerutira' (10 def, 3 armour) pair of iron boots 'Xerutira' (10 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Damage +6% arcane defense ------ Armor +3 Defense +10 (+2 eff.) Fatigue +2% Resistance +1% physical Silence Resist +23% Confus Resist +25% Stun Resist +22% Teleport Resist +20% 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 'Cuthohir' (0 def, 1 armour) pair of rough leather boots 'Cuthohir' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +3% blight +9% mind On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Armor +1 Resistance +3% mind +12% blight other ------- Spell cooldown 10% A pair of boots made of leather. |
pair of rough leather boots 'Starlady' (0 def, 1 armour) pair of rough leather boots 'Starlady' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +3% light defense ------ Armor +1 Resistance +6% nature +3% fire Pinning Resist +20% 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. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +1 A pair of boots made of leather. |
Belabrenne the iron gauntlets (0 def, 1 armour) Belabrenne the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 nature Damage +4% nature Ignore resists +10% physical Ignore Armor +3 defense ------ Armor +1 Fatigue +1% Resistance +6% nature Crit Resistance 5.00% other ------- See Invisibility +9 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. |
hardened leather gloves 'Fogslice' (0 def, 2 armour) hardened leather gloves 'Fogslice' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Wil offense ------ On-Hit 7 lightning Damage +6% lightning +6% light +21% darkness defense ------ Armor +2 Resistance +7% lightning +6% darkness other ------- Light +3 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. |
hardened leather gloves 'Zadir' (10 def, 2 armour) hardened leather gloves 'Zadir' (10 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +10 Mag offense ------ Spell Crit +1% Critical power +10.00% Damage +5% arcane defense ------ Armor +2 Defense +10 (+2 eff.) other ------- Mana/turn +0.08 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. |
polar dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) polar dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag offense ------ On-Hit 7 cold Damage +4% arcane +3% cold defense ------ Armor +2 Fatigue +3% Resistance +6% cold 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. |
umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 5 darkness Damage +5% arcane +4% darkness defense ------ Armor +2 Fatigue +3% Resistance +6% darkness 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. |
Moldoblivion the rough leather cap (0 def, 1 armour) Moldoblivion the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Critical power +10.00% Accuracy +10 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% nature other ------- Stamina/turn +1.00 A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Xanirata (1 def, 4 armour) Xanirata (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +6 Str offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +4 Defense +1 (+0 eff.) Mind save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
bladed rough leather cap of strength (+7) (0 def, 1 armour) bladed rough leather cap of strength (+7) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +7 Str defense ------ Armor +1 Fatigue +1% 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 44.0 Physical damage. If the attack hits, the target is confused (42% 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. |
insulating iron helm of absorption (0 def, 3 armour) insulating iron helm of absorption (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% fire +6% cold other ------- Stamina when Hit +0.80 EQ when Hit +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of dexterity (+2) (0 def, 1 armour) insulating rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
cleansing hardened leather armour (9 def, 6 armour) cleansing hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +11% nature +12% blight A suit of armour made of leather. |
rejuvenating cured leather armour of clarity (6 def, 4 armour) rejuvenating cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Psionic While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +7% mind Mind save +10 (+5 eff.) Life Regen +3.90 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
steel plate armour (0 def, 9 armour) steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
quiver of ash arrows of crippling (21/21, 121% power, 7 apr) quiver of ash arrows of crippling (21/21, 121% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 21 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
8 agate 8 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. |
305 alchemist agate 305 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. |
aquamarine 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. |
opal 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. |
Urthilen the Glowcut (dig speed 30 turns) Urthilen the Glowcut (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +3% light +6% lightning Spell save +9 (+4 eff.) other ------- Stamina/turn +1.00 Light +2 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns) sapper's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +3 (+0 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) 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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Eilinywen' brass lantern 'Eilinywen'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +4.0% Spell Crit +3% Damage +6% mind defense ------ Armor +6 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
cleansing dwarven-steel torque of clear mind [power 2] (25 cooldown) cleansing dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic 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 cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of psionic shield [power 21] (17 cooldown) quick iron torque of psionic shield [power 21] (17 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 21 for 5 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of stinging [power 110] (15 cooldown) evasive elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 117 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm [power 176] (15 cooldown) ash wand of lightning storm [power 176] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 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. |
5 citrine 5 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. |
8 zircon 8 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 Donk the Dwarf Shadowblade level 10
35th Profit 122nd year of Ascendancy at 12:40 see stats
By Donk the Dwarf Shadowblade level 10
24th Profit 122nd year of Ascendancy at 08:42 see stats
By Donk the Dwarf Shadowblade level 20
44th Dearth 122nd year of Ascendancy at 15:52 see stats
By Donk the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 22:52 see stats
By Donk the Dwarf Shadowblade level 6
31st Voratun 122nd year of Ascendancy at 02:39 see stats
By Donk the Dwarf Shadowblade level 9
18th Profit 122nd year of Ascendancy at 09:17 see stats
By Donk the Dwarf Shadowblade level 18
23rd Dearth 122nd year of Ascendancy at 22:30 see stats
By Donk the Dwarf Shadowblade level 20
26th Loss 122nd year of Ascendancy at 10:28 see stats
Log
Rested for 1 turns (stop reason: taken damage).
Donk is once more confident.
Donk's can be afflicted again.
Talent Stealth is ready to use.
Spydric Poison from Mayulema the poison ivy hits Donk for 6 nature damage.
Poison from Mayulema the poison ivy hits Donk for 87 nature damage.
Infusion: Healing is still on cooldown for 4 turns.
You are unable to move!
Infusion: Regeneration is still on cooldown for 11 turns.
Donk is no longer focused on penetrating defenses.
Spydric Poison from Mayulema the poison ivy hits Donk for 13 nature damage.
Poison from Mayulema the poison ivy hits Donk for 175 nature damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Donk stops regenerating health quickly.
Talent Infusion: Wild is ready to use.
Spydric Poison from Mayulema the poison ivy hits Donk for 13 nature damage.
Poison from Mayulema the poison ivy hits Donk for 175 nature damage.
Donk the level 21 dwarf shadowblade was treehugged to death by Mayulema the poison ivy on level 1 of Old Forest.