Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 25 / 72% |
Size | medium |
Lifes / Deaths | Killed by Betariathra the brecklorn at level 6 on the 21st Voratun 122nd year of Ascendancy at 13:37 0 / 7Killed by Ce'Nobeth the copperhead snake at level 9 on the 14th Profit 122nd year of Ascendancy at 04:42 Killed by Ce'Nobeth the copperhead snake at level 9 on the 14th Profit 122nd year of Ascendancy at 05:26 Killed by Cyrulaith the multi-hued crystal at level 18 on the 28th Wealth 122nd year of Ascendancy at 13:48 Killed by Animated yew starstaff of breaching at level 24 on the 39th Dearth 122nd year of Ascendancy at 03:50 Killed by Mayuma the elven warrior at level 25 on the 3rd Loss 122nd year of Ascendancy at 15:51 Killed by Aeruritta the elven mage at level 25 on the 5th Loss 122nd year of Ascendancy at 04:45 |
Primary Stats
Strength | 28 (base 16) |
Dexterity | 13 (base 10) |
Constitution | 22 (base 14) |
Magic | 43 (base 37) |
Willpower | 43 (base 33) |
Cunning | 45 (base 37) |
Resources
Life | -326/793 |
Mana | 437/487 |
Equilibrium | 45 |
Healing Factor | 1.5024166372473 |
Regeneration | 4.8828540710537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 46.995507004151 |
See Invisible | 46.995507004151 |
Offense: Mainhand
Damage | 61 |
Accuracy | 41 |
Crit Chance | 23% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 41 |
Crit Chance | 23% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +12% |
Physical | +9% |
Cold | +5% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Physical | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 59.52442471581 (76.944513586642%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 39 |
Physical Save | 50 |
Spell Save | 53 |
Mental Save | 53 |
Defense: Resistances
Cold | + 32%( 70%) |
Acid | + 18%( 70%) |
Light | + 23%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 16%( 70%) |
Arcane | + 8%( 70%) |
Fire | + 23%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Bleed Resistance | 20% |
Teleport Resistance | 20% |
Pinning Resistance | 42% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 Gegata the stone troll. Escort: lone alchemist (level 3 of Trollmire) | failed |
You failed to protect the lone alchemist from death by Shardskin. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. 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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | arcing pouch of iron shots (20/20, 115% power, 1 apr) arcing pouch of iron shots (20/20, 115% power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 115% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Shots are used with slings to pummel your foes to death. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 113.77 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 113.77 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | cashmere wizard hat 'Xeroramira' (2 def, 0 armour) cashmere wizard hat 'Xeroramira' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +15% acid +9% cold +3% temporal Die.at -40.00 life Heal.mod +10% Cut- +20% ---------- misc Mana/turn +1.50 Mana/ret +1.30 Max.mana +58.00 Manaflow: Puts all charms on 34 cooldown Level 2.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | Polymina the Fogclash (0 def, 2 armour) Polymina the Fogclash (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +10% Crit.mult +7.00% Melee+ 7 cold Dmg.mod +5% cold Acc +14 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +2 Fatigue +3% Resists +7% cold ---------- misc Mana/s.crit +1.00 Vim/s.crit +1.00 Max.mana +20.00 Max.vim +20.00 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 | piercing stralite torque of mindblast [power 295] (13 cooldown) piercing stralite torque of mindblast [power 295] (13 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 295 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Goyon the Swampbiter Goyon the Swampbiter0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +5 Wil +3 Cun dps ---------- Mind.crit +2% Spell.pwr +6 (+2 eff.) Res.pen +10% nature ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
On fingers | titan's steel ring of tenacity titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +22.00 Disarm- +20% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
Around neck | copper amulet 'Malathad' copper amulet 'Malathad'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +2 Resists +5% arcane Phys.save +7 (+2 eff.) Max.HP +31.00 HP.reg +3.00 Heal.mod +20% Pinning- +20% Teleport- +20% Amulets make your neck look great! |
In main hand | wrathful dwarven-steel shield of shrapnel (0 def, 6 armour, 131% power, 79.5 block) wrathful dwarven-steel shield of shrapnel (0 def, 6 armour, 131% power, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 131% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Crit.r2 +16 light +10 fire While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) * Deals 99 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +9% light +8% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | Bregasin the hardened leather belt Bregasin the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% physical ----- def ----- Defense +33 (+12 eff.) Stealth +7 Die.at -60.00 life ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
In off hand | coruscating dwarven-steel shield of the stars (0 def, 6 armour, 141% power, 77 block) coruscating dwarven-steel shield of the stars (0 def, 6 armour, 141% power, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 142% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 Melee+ +13 fire +13 light +10 darkness While equipped: Stats +3 Str +4 Mag +5 Cun dps ---------- Dmg.mod +12% light +12% darkness Melee Ret 16 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% fire +12% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | cashmere cloak 'Ce'Nebeth' (12 def, 6 armour) cashmere cloak 'Ce'Nebeth' (12 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Res.pen +10% physical ----- def ----- Armour +6 Defense +12 (+5 eff.) Resists +14% cold ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mayomira (2 def, 16 armour) Mayomira (2 def, 16 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Res.pen +5% mind ----- def ----- Armour +16 Defense +2 (+1 eff.) Fatigue +12% Heal.mod +10% ---------- misc Hate/m.crit +5.00 A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 97; cd 11) healing infusion of the warrior (heal 97; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 128; cd 15) healing infusion of the wizard (heal 128; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 552%; cd 8) movement infusion of the sneak (speed 552%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 552% 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. Press to compare to your current inscriptions |
movement infusion of the titan (speed 748%; cd 17) movement infusion of the titan (speed 748%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 748% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 620%; cd 18) movement infusion of the wizard (speed 620%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 620% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 374; 16 cd) regeneration infusion of the wizard (heal 374; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
ethereal rune of the sneak (power 21; resist 23%; move 39%; dur 5; cd 17) ethereal rune of the sneak (power 21; resist 23%; move 39%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 39% faster, and you are invisible (power 21). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 79; cd 12) shatter afflictions rune of the duelist (absorb 79; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 74; cd 19) shatter afflictions rune of the psychic (absorb 74; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 210; dur 4; cd 18) shielding rune of the sneak (absorb 210; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 210 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Morningrupture Morningrupture0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) ----- def ----- Fatigue -5% Resists +6% light +3% mind +3% darkness HP.reg +2.00 Knockbk- +10% Amulets make your neck look great! |
copper amulet of mastery (0.10 Spell / Deeprock) copper amulet of mastery (0.10 Spell / Deeprock)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Spell/Deeprock Amulets make your neck look great! |
restful steel amulet of mastery (0.11 Cunning / Survival) restful steel amulet of mastery (0.11 Cunning / Survival)0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.11 Cunning/Survival Amulets make your neck look great! |
steel amulet 'Undeathwreath' steel amulet 'Undeathwreath'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +12% acid +12% arcane ----- def ----- Fatigue -5% Resists +18% nature HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
Brodotir the copper ring Brodotir the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +14% arcane ----- def ----- Resists +11% arcane Crit.chn- 10.00% ---------- misc See.Invis +6 Rings make your fingers look great! |
rogue's copper ring of frost (+20%) rogue's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +6 (+3 eff.) Resists +20% cold Rings make your fingers look great! |
acidic stralite greatsword of crippling (159% power, 3 apr) acidic stralite greatsword of crippling (159% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 While equipped: dps ---------- Phys.crit +13.0% Massive two-handed swords. |
mighty hardened leather sling of piercing mighty hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Str dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +8% all Acc +9 (+3 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Coral Spray (8 def, 8 armour, 117% power, 48 block) Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Striketickler (0 def, 15 armour, 136% power, 78.5 block) Striketickler (0 def, 15 armour, 136% power, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: dps ---------- Res.pen +25% mind Apr +2 Melee Ret 2 lightning ----- def ----- Armour +15 Fatigue +8% Resists +20% cold Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Talents +1 Block Handheld deflection devices. |
radiant voratun mail armour of Eyal (5 def, 10 armour) radiant voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +18% blight +10% darkness Max.HP +43.00 HP.reg +5.00 Heal.mod +13% ---------- misc Light +1 A suit of armour made of mail. |
Mardorek the Woeclamor Mardorek the Woeclamor1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 19% * 20% chance to reduce armor by 30% ----- def ----- Defense +10 (+5 eff.) Resists +3% cold Stealth +6 Die.at -20.00 life A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 A belt that goes around your waist. |
Breezeravage the linen cloak (1 def, 6 armour) Breezeravage the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +15% darkness Melee Ret 2 nature ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% nature +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormgash (1 def, 2 armour) Stormgash (1 def, 2 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil dps ---------- Melee Ret 2 lightning ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +4% physical 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. |
thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (9 def, 0 armour) enveloping cashmere cloak of the Shaloren (9 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +9 (+4 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Rainwill the pair of hardened leather boots (15 def, 3 armour) Rainwill the pair of hardened leather boots (15 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str +5 Dex +3 Con +6 Lck dps ---------- Crit.mult +20.00% Dmg.mod +3% cold ----- def ----- Armour +3 Defense +15 (+6 eff.) Stealth +6 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +23% 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. |
insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
Tarrofast the Glintstrider (0 def, 3 armour) Tarrofast the Glintstrider (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun +5 Str dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +3% light +10% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 A cap made of leather. |
14 agate 14 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 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. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
133 alchemist agate 133 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Hanerab the Glimmerstake [power 45] (22 cooldown) Hanerab the Glimmerstake [power 45] (22 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +10% light On Hit (Melee): * 20% chance to reduce damage dealt by 19% ---------- misc Light +1 Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 22 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psionic shield [power 117] (27 cooldown) supercharged dwarven-steel torque of psionic shield [power 117] (27 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 117 for 5 turns Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (22 cooldown) elm totem of summon tentacle [power 95] (22 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 95 Armor: 0 All Resist: 6 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By ShieldGuy the Dwarf Stone Warden level 22
30th Dearth 122nd year of Ascendancy at 01:39 see stats
By ShieldGuy the Dwarf Stone Warden level 17
28th Wealth 122nd year of Ascendancy at 09:02 see stats
By ShieldGuy the Dwarf Stone Warden level 10
20th Profit 122nd year of Ascendancy at 00:41 see stats
By ShieldGuy the Dwarf Stone Warden level 20
8th Dearth 122nd year of Ascendancy at 17:42 see stats
By ShieldGuy the Dwarf Stone Warden level 21
12nd Dearth 122nd year of Ascendancy at 01:20 see stats
By ShieldGuy the Dwarf Stone Warden level 20
8th Dearth 122nd year of Ascendancy at 20:58 see stats
By ShieldGuy the Dwarf Stone Warden level 25
4th Loss 122nd year of Ascendancy at 10:25 see stats
By ShieldGuy the Dwarf Stone Warden level 6
20th Voratun 122nd year of Ascendancy at 13:22 see stats
By ShieldGuy the Dwarf Stone Warden level 22
30th Dearth 122nd year of Ascendancy at 07:54 see stats
By ShieldGuy the Dwarf Stone Warden level 9
19th Profit 122nd year of Ascendancy at 08:32 see stats
By ShieldGuy the Dwarf Stone Warden level 18
2nd Dearth 122nd year of Ascendancy at 03:21 see stats
By ShieldGuy the Dwarf Stone Warden level 25
41st Dearth 122nd year of Ascendancy at 00:56 see stats
By ShieldGuy the Dwarf Stone Warden level 17
28th Wealth 122nd year of Ascendancy at 02:56 see stats
Log
Aeruritta the elven mage casts Earthen Missiles.
Aeruritta the elven mage's spell attains critical power!
ShieldGuy is not dazed anymore.
ShieldGuy starts to bleed.
Aeruritta the elven mage's Earthen Missiles hits ShieldGuy for 104 physical, 17 physical (122 total damage).
Aeruritta the elven mage's Earthen Missiles hits ShieldGuy for 62 physical, 10 physical (73 total damage).
Aeruritta the elven mage's Earthen Missiles hits ShieldGuy for 62 physical, 10 physical (73 total damage).
Aeruritta the elven mage is seized by a stone vine.
Bleeding from Aeruritta the elven mage hits ShieldGuy for 39 physical damage.
ShieldGuy uses Infusion: Regeneration.
ShieldGuy starts regenerating health quickly.
Elven warrior uses Shield Pummel.
ShieldGuy counter attacks Elven warrior with his shield shards!
Elven warrior misses ShieldGuy.
Elven warrior hits ShieldGuy for 49 physical damage.
ShieldGuy hits Elven warrior for 25 nature damage.
Melee retaliation hits Elven warrior for 12 fire, 15 arcane (27 total damage).
Melee retaliation killed Elven warrior!
Elven corruptor casts Blood Spray.
ShieldGuy is afflicted by a decrepitude disease!
Elven corruptor hits ShieldGuy for 205 blight damage.
Aeruritta the elven mage is free from the stone vine.
Bleeding from ShieldGuy hits Aeruritta the elven mage for 46 physical damage.
Aeruritta the elven mage shoots!
Aeruritta the elven mage's Shoot performs a ranged critical strike against ShieldGuy!
ShieldGuy is cut deeply.
Aeruritta the elven mage's Shoot hits ShieldGuy for 185 physical damage.
Aeruritta the elven mage's Shoot hits ShieldGuy for 106 physical damage.
ShieldGuy the level 25 dwarf stone warden was bludgeoned to death by Aeruritta the elven mage on level 4 of Dark crypt.