Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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: 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 | Female |
Race | Halfling |
Class | Brawler |
Level / Exp | 20 / 28% |
Size | small |
Lifes / Deaths | Killed by ritch flamespitter at level 20 on the 55th Dusk 122nd year of Ascendancy at 06:55 / 2Killed by Layalranor the sandworm at level 20 on the 55th Dusk 122nd year of Ascendancy at 07:10 |
Primary Stats
Strength | 36 (base 13) |
Dexterity | 62 (base 48) |
Constitution | 32 (base 10) |
Magic | 11 (base 10) |
Willpower | 37 (base 10) |
Cunning | 55 (base 38) |
Resources
Life | -2/699 |
Stamina | 165/224 |
Healing Factor | 1.3124420161895 |
Regeneration | 6.8903205849949 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 5 |
See Stealth | 45.880545025042 |
See Invisible | 50.880545025042 |
Offense: Barehand
Damage | 80 |
Accuracy | 52 |
Crit Chance | 24% |
APR | 3 |
Speed | 0.80 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +4% |
Mind | +6% |
Physical | +5% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 33 (35.65183292883%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 27 |
Mental Save | 39 |
Defense: Resistances
Darkness | + 19%( 70%) |
Light | + 15%( 70%) |
Mind | + 9%( 70%) |
Nature | + 47%( 70%) |
Physical | + 16%( 70%) |
Cold | + 25%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Silence Resistance | 20% |
Confusion Resistance | 13% |
Knockback Resistance | 100% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 57% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 27% for 2 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: 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 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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 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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed green worm. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 within7 lumberjacks have died. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
On hands | Beluthra the hardened leather gloves (0 def, 7 armour) Beluthra the hardened leather gloves (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +1 Mag offense ------ On-Hit 7 darkness Damage +4% darkness Ignore resists +15% temporal Accuracy +15 (+5 eff.) defense ------ Armor +7 Resistance +5% darkness Crit Resistance 5.00% Mind save +5 (+2 eff.) Life +47.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 Unarmed combat: Weapon Damage 126% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +3 Critical Rate +9.0% Attack Speed 125% On Hit: 20% Moonlight Ray level 3 On Hit: 10% Battle Shout level 3 On Hit: * 7% chance to reduce damage dealt by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +7 Str +10 Wil +7 Cun +3 Con offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 60 out of 27/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | piercing ash totem of summon tentacle [power 155] (25 cooldown) piercing ash totem of summon tentacle [power 155] (25 cooldown)2.0 Encumbrance T2 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: 310 Base Damage: 155 Armor: 0 All Resist: 2 Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Inertial Twine Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | copper ring 'Hyruigrim' copper ring 'Hyruigrim'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Con defense ------ Resistance +3% cold Mind save +6 (+2 eff.) Life Regen +2.00 Healmod +10% Silence Resist +20% Stun Resist +22% Rings make your fingers look great! |
Around neck | Glimmersteel Glimmersteel0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Str defense ------ Resistance +12% light +12% darkness Physical save +10 (+5 eff.) Spell save +12 (+6 eff.) Mind save +14 (+5 eff.) Blind Resist +22% other ------- Psi when Hit +0.04 Max hate +2.00 Light +3 Amulets make your neck look great! |
Main armor | Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Light source | alchemist's lamp 'Woetooth' alchemist's lamp 'Woetooth'1.0 Encumbrance T3 lite [Random Unique] Disrupt/Master While equipped: offense ------ Damage +6% mind Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Resistance +6% mind +3% all Spell save +5 (+2 eff.) Blind Resist +35% Confus Resist +13% other ------- Light +10 See Stealth +8 See Invisibility +10 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.4 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Emarin (2 def, 0 armour) Emarin (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +1 Cun offense ------ Critical power +10.00% When Hit 6 acid defense ------ Defense +2 (+0 eff.) Life +38.00 other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Inventory
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing copper amulet of strength (+2) stabilizing copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +20% Amulets make your neck look great! |
restful steel amulet restful steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
clarifying gold amulet of manastreaming clarifying gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +13% mind Confus Resist +20% other ------- Mana/turn +0.13 Max mana +29.00 Amulets make your neck look great! |
Xegatha the Plagueking Xegatha the Plagueking0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +3% lightning +12% fire Spell save +9 (+4 eff.) Life +22.00 Disarm Resist +21% Confus Resist +10% Pinning Resist +20% Knockbk Resist +21% Teleport Resist +10% Rings make your fingers look great! |
copper ring of nature (+20%) copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% nature defense ------ Resistance +20% nature Rings make your fingers look great! |
wizard's copper ring of power wizard's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +5 (+2 eff.) defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +14 (+5 eff.) Ignore Armor +9 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of fire (+20%) titan's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% fire defense ------ Resistance +20% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring of tenacity wizard's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +23.00 Disarm Resist +21% Pinning Resist +25% Knockbk Resist +23% Rings make your fingers look great! |
ash magestaff 'Demonbreeze' (111% power, 3 apr, fire element) ash magestaff 'Demonbreeze' (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Master Weapon Damage 111% 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 +10% Critical power +13.00% Spellpower +6 (+3 eff.) Damage +15% fire +15% mind +12% darkness defense ------ Resistance +3% acid +9% cold +6% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (111% power, 3 apr, acid element) ash vilestaff (111% power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 111% 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 +6 (+3 eff.) Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (115% power, 3 apr, arcane element) potent ash magestaff of might (115% power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [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 +8% Spellpower +9 (+4 eff.) Damage +17% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (111% power, 3 apr, lightning element) shimmering ash magestaff of might (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% 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 +9% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Mana/turn +0.13 Max mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff (111% power, 3 apr, fire element) shimmering ash vilestaff (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% 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 +6 (+3 eff.) Damage +15% fire other ------- Mana/turn +0.16 Max mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew starstaff (120% power, 4 apr, light element) magewarrior's short yew starstaff (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Ego+] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +8 (+3 eff.) Spellpower +16 (+6 eff.) Damage +20% light Accuracy +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of might (120% power, 4 apr, temporal element) shimmering yew starstaff of might (120% power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+4 eff.) Damage +20% temporal other ------- Mana/turn +0.20 Max mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel battleaxe of erosion (121% power, 2 apr) flaming steel battleaxe of erosion (121% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Nature Weapon Damage 122% 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-hit +7 nature On-Hit, radius 1 +12 fire Massive two-handed battleaxes. |
plaguebringer's steel greatsword (132% power, 2 apr) plaguebringer's steel greatsword (132% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane Weapon Damage 132% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +18% Massive two-handed swords. |
Dusksear the iron longsword (102% power, 2 apr) =+6 con= Dusksear the iron longsword (102% power, 2 apr) =+6 con=3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +4 lightning On-Hit, radius 1 +4 darkness On Hit: * 10% chance to reduce all saves and defense by 24 While equipped: Stats +6 Con +7 Wil offense ------ Damage +6% darkness Ignore resists +20% mind +15% lightning defense ------ Life +10.00 Sharp, long, and deadly. |
chilling steel longsword of massacre (121% power, 3 apr) chilling steel longsword of massacre (121% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 122% 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 +10 cold Sharp, long, and deadly. |
steel longsword of vileness (104% power, 3 apr) steel longsword of vileness (104% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Sharp, long, and deadly. |
balanced steel mace (109% power, 3 apr) balanced steel mace (109% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Master Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +22% Blunt and deadly. |
flaming steel mace of massacre (121% power, 3 apr) flaming steel mace of massacre (121% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +9 fire Blunt and deadly. |
steel mace (113% power, 3 apr) steel mace (113% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
acidic steel waraxe (105% power, 3 apr) acidic steel waraxe (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 106% 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: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
arcing steel waraxe of massacre (123% power, 3 apr) arcing steel waraxe of massacre (123% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 123% 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 Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
steel waraxe (108% power, 3 apr) steel waraxe (108% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 108% 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% One-handed war axes. |
hateful steel dagger of persecution (102% power, 6 apr) hateful steel dagger of persecution (102% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Disrupt/Psionic Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 darkness Damage Against +8% Living +7% Unnatural While equipped: Stats +3 Wil Sharp, short and deadly. |
hateful steel dagger of rage (104% power, 6 apr) hateful steel dagger of rage (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master/Psionic Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 darkness Damage Against +7% Living While equipped: Stats +2 Str offense ------ Damage +7% physical Accuracy +5 (+2 eff.) Sharp, short and deadly. |
vined mindstar 'Growthravager' (85% power, 18 apr, nature damage) vined mindstar 'Growthravager' (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 85% 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 +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 20% chance to slow global speed by 50% While equipped: offense ------ Mind Crit +4% Mindpower +7 (+3 eff.) Damage +6% mind Ignore resists +20% nature defense ------ Resistance +12% nature +6% mind other ------- Psi-on-crit +2.00 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. |
Darkbearer Darkbearer4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +13 acid +11 nature While equipped: offense ------ Physical Crit +2.0% Physical Power +20 (+7 eff.) Ignore resists +10% acid +10% fire +9% nature +25% darkness Ignore Armor +7 other ------- Stamina/turn +3.00 Slings are used to hurl stones or metal shots at your foes. |
steel shield (0 def, 4 armour, 117% power, 38.5 block) steel shield (0 def, 4 armour, 117% power, 38.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] When used to Attack: Weapon Damage 117% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Ce'Nudann the Rotvenom (0 def, 0 armour) Ce'Nudann the Rotvenom (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +11% lightning Ignore resists +25% cold On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Resistance +16% lightning +3% fire +3% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gunodunadan (2 def, 3 armour) Gunodunadan (2 def, 3 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +3 Str +4 Dex offense ------ When Hit 4 physical defense ------ Armor +3 Defense +2 (+0 eff.) Resistance +3% lightning +7% all Physical save +16 (+7 eff.) Pinning Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of protection (2 def, 2 armour) linen robe of protection (2 def, 2 armour)2.0 Encumbrance T1 cloth armor [Ego] Master While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Resistance +7% all Physical save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethita the rough leather armour (3 def, 6 armour) Bethita the rough leather armour (3 def, 6 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +1 Str offense ------ Accuracy +10 (+4 eff.) Ignore Armor +2 defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +6% Physical save +3 (+1 eff.) Life +21.00 Life Regen +2.00 Healmod +27% Stun Resist +20% A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+2 eff.) Ranged Defense +4 (+1 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+9 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cleansing cured leather armour (6 def, 4 armour) cleansing cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +12% nature +11% blight A suit of armour made of leather. |
impenetrable steel plate armour of lightning resistance (0 def, 17 armour) impenetrable steel plate armour of lightning resistance (0 def, 17 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +17 Fatigue +22% Resistance +17% lightning A suit of armour made of metal plates. |
dwarven-steel plate armour 'Radiancequencher' (0 def, 11 armour) dwarven-steel plate armour 'Radiancequencher' (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +3% light Ignore resists +10% light +10% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +11 Fatigue +22% Resistance +15% lightning Life +48.00 other ------- Light +1 A suit of armour made of metal plates. |
Blazescar Blazescar1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Str +4 Wil +4 Cun +2 Con offense ------ Damage +6% light +6% mind Against +17% Summoned Ignore Armor +1 defense ------ Resist Against +18% Summoned other ------- Light +1 A belt that goes around your waist. |
Giwyn the Brandwarden Giwyn the Brandwarden1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +1 Con offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Resistance +6% lightning +6% temporal +3% fire Crit Resistance 10.00% A belt that goes around your waist. |
Mucusquake the rough leather belt Mucusquake the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +12% nature +9% temporal defense ------ Physical save +5 (+2 eff.) A belt that goes around your waist. |
Urthezor the linen cloak (1 def, 2 armour) Urthezor the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Ignore resists +10% mind Accuracy +25 (+8 eff.) defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +6% lightning Life +32.00 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. |
resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arana the pair of rough leather boots (0 def, 1 armour) Arana the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +1 Crit Resistance 5.00% other ------- Infravision +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Emelebrewyn (0 def, 1 armour) Emelebrewyn (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +3.0% Spellpower +4 (+2 eff.) defense ------ Armor +1 Resistance +3% acid +6% fire +6% nature Life +80.00 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Hanechik the Abyssidol (0 def, 3 armour) Hanechik the Abyssidol (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Ignore resists +10% acid +10% fire When Hit 8 acid 2 blight defense ------ Armor +3 Fatigue +2% Resistance +9% acid Silence Resist +22% Confus Resist +20% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Maleroddalach (0 def, 4 armour) Maleroddalach (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue -4% Resistance +1% physical +5% arcane +6% mind Physical save +8 (+4 eff.) Life Regen +4.00 Healmod +20% Cut Resist +20% other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 90% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of strength (+2) (0 def, 7 armour) heroic hardened leather gloves of strength (+2) (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +7 Mind save +5 (+2 eff.) Life +53.00 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves of strength (+2) (0 def, 2 armour) polar hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) On-Hit 5 cold Damage +5% cold defense ------ Armor +2 Resistance +6% cold Unarmed combat: Weapon Damage 122% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+3) (0 def, 9 armour) sand hardened leather gloves of strength (+3) (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+3 eff.) On-Hit 6 physical Damage +4% physical defense ------ Armor +9 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-Hit, radius 1 +6 physical On-crit, radius 2 +5 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 99% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+0 eff.) Spell save +6 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Ignore Armor +8 Critical Rate +6.0% Attack Speed 100% On-hit +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
cashmere wizard hat 'Runusagas' (2 def, 0 armour) cashmere wizard hat 'Runusagas' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Power +25 (+8 eff.) Damage +16% fire Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Defense +2 (+0 eff.) Resistance +6% nature +24% fire Healmod +5% Pinning Resist +20% A pointy cloth hat, very wizardly... |
Freezehunger (1 def, 0 armour) Freezehunger (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil offense ------ Damage +3% cold Ignore resists +5% cold defense ------ Defense +1 (+0 eff.) Resistance +6% fire +9% cold A pointy cloth hat, very wizardly... |
Yarirorab (5 def, 1 armour) Yarirorab (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Damage +6% physical Ignore Armor +5 defense ------ Armor +1 Defense +5 (+1 eff.) Fatigue +1% Resistance +3% temporal Unlife -60.00 life A cap made of leather. |
insulating rough leather cap of strength (+2) (0 def, 1 armour) insulating rough leather cap of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold A cap made of leather. |
rough leather cap 'Betoleta' (0 def, 1 armour) rough leather cap 'Betoleta' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +5 Con defense ------ Armor +1 Fatigue +1% Resistance +1% physical Disarm Resist +10% A cap made of leather. |
hardened leather cap 'Porytta' (0 def, 3 armour) hardened leather cap 'Porytta' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +6 Wil defense ------ Armor +3 Fatigue +3% Resistance +8% blight +15% acid Mind save +7 (+2 eff.) other ------- Light +2 Infravision +3 See Invisibility +6 A cap made of leather. |
Malerotar (0 def, 7 armour) Malerotar (0 def, 7 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Ignore resists +15% mind defense ------ Armor +7 Fatigue +4% other ------- Psi when Hit +0.04 Light +3 Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
6 spinel 6 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. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
7 zircon 7 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. |
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. |
2 amethyst 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
203 alchemist agate 203 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. |
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.(93 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
brass lantern 'Garabeth' brass lantern 'Garabeth'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +6 Cun +3 Mag offense ------ Damage +3% blight defense ------ Resistance +9% blight Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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. |
scorching brass lantern scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Beruletir (dig speed 25 turns) Beruletir (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil offense ------ Mind Crit +6% On-Hit (Melee): * 20% chance to reduce armor by 11% other ------- Hate-on-crit +2.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
piercing steel torque of mindblast [power 150] (15 cooldown) piercing steel torque of mindblast [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 159 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 182] (15 cooldown) ash totem of healing [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Paunch the Halfling Brawler level 11
6th Flare 122nd year of Ascendancy at 15:30 see stats
By Paunch the Halfling Brawler level 10
2nd Mirth 122nd year of Ascendancy at 23:23 see stats
By Paunch the Halfling Brawler level 20
54th Dusk 122nd year of Ascendancy at 18:05 see stats
By Paunch the Halfling Brawler level 7
78th Pyre 122nd year of Ascendancy at 09:28 see stats
By Paunch the Halfling Brawler level 18
47th Dusk 122nd year of Ascendancy at 22:13 see stats
By Paunch the Halfling Brawler level 15
18th Dusk 122nd year of Ascendancy at 20:22 see stats
By Paunch the Halfling Brawler level 20
55th Dusk 122nd year of Ascendancy at 06:55 see stats
Log
Bleeding from Cyravea the sandworm destroyer hits Paunch for 40 physical damage.
Thorn Grab from Cyravea the sandworm destroyer hits Paunch for 6 nature damage.
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Paunch throws a wild haymaker!
Cyravea the sandworm destroyer resists the death blow!
Paunch hits Cyravea the sandworm destroyer for 101 physical, 0 darkness (101 total damage).
Paunch starts to bleed.
Cyravea the sandworm destroyer regains their energy.
Paunch evades Layalranor the sandworm.
Bleeding from Paunch hits Cyravea the sandworm destroyer for 25 physical damage.
Cyravea the sandworm destroyer uses Nature's Equilibrium.
Paunch evades Cyravea the sandworm destroyer.
Talent Track is ready to use.
Talent Double Strike is ready to use.
Talent Disengage is ready to use.
Talent Tumble is ready to use.
Bleeding from Cyravea the sandworm destroyer hits Paunch for 30 physical damage.
Thorn Grab from Cyravea the sandworm destroyer hits Paunch for 9 nature damage.
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Paunch uses Tumble.
Paunch uses Disengage.
Paunch is moving at extreme speed!
Cyravea the sandworm destroyer cover of leaves falls apart.
Cyravea the sandworm destroyer stops bleeding.
Layalranor the sandworm cover of leaves falls apart.
Layalranor the sandworm uses Shattering Shout.
Layalranor the sandworm hits Paunch for 170 physical damage.
Paunch the level 20 halfling brawler was punctured to death by Layalranor the sandworm on level 1 of Sandworm lair.