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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. 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 | Dwarf |
Class | Stone Warden |
Level / Exp | 24 / 60% |
Size | medium |
Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 22 on the 13rd Dearth 122nd year of Ascendancy at 04:41 / 2Killed by Adamira the blue ooze at level 24 on the 26th Dearth 122nd year of Ascendancy at 22:52 |
Primary Stats
Strength | 30 (base 21) |
Dexterity | 10 (base 10) |
Constitution | 19 (base 10) |
Magic | 53 (base 41) |
Willpower | 74 (base 49) |
Cunning | 10 (base 10) |
Resources
Life | -43/877 |
Mana | 593/616 |
Equilibrium | 58 |
Healing Factor | 1.2091723257555 |
Regeneration | 1.5114654071944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 13.843738619919 |
See Invisible | 13.843738619919 |
Offense: Mainhand
Damage | 74 |
Accuracy | 39 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 39 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +4% |
Light | +8% |
Temporal | +5% |
Physical | +5% |
Arcane | +22% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Arcane | +8% |
Fire | +10% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 43.712985901997 (65.897138898113%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 23 |
Physical Save | 46 |
Spell Save | 57 |
Mental Save | 53 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 7%( 70%) |
Arcane | + 9%( 70%) |
Mind | + 9%( 70%) |
All | 0%( 70%) |
Darkness | + 18%( 70%) |
Light | + 3%( 70%) |
Physical | + 9%( 70%) |
Fire | + 6%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Knockback Resistance | 60% |
Silence Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 6 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 95 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Eldritch Infusion |
talent | Shards |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 108.53 nature damage per turn. Poison |
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 thought-forged warrior. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Aerunne' (0 def, 3 armour) pair of rough leather boots 'Aerunne' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Ignore Armor +4 defense ------ Armor +3 Resistance +3% light Life +60.00 Blind Resist +20% A pair of boots made of leather. |
Light source | preserving alchemist's lamp of health preserving alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +7% blight Life +40.00 Life Regen +1.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bleaksin (0 def, 4 armour) Bleaksin (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex +5 Wil offense ------ Physical Power +7 (+3 eff.) Damage +9% fire When Hit 6 darkness defense ------ Armor +4 Fatigue +4% Resistance +6% fire +8% physical +6% darkness +10% nature Physical save +11 (+3 eff.) Spell save +7 (+2 eff.) Life +67.00 Healmod +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Lustreking' (0 def, 1 armour) iron gauntlets 'Lustreking' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag offense ------ Spellpower +5 (+2 eff.) On-Hit 6 arcane Damage +4% arcane +3% light When Hit 6 light defense ------ Armor +1 Fatigue +1% Resistance +6% acid +1% physical +4% arcane +3% nature Knockbk Resist +20% 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 | Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | conjurer's copper ring conjurer's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! |
On fingers | wizard's steel ring of arcana (+0.13/turn) wizard's steel ring of arcana (+0.13/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+3 eff.) Silence Resist +21% other ------- Mana/turn +0.13 Rings make your fingers look great! |
Around neck | Beuzor Beuzor0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Mindpower +10 (+3 eff.) Damage +5% physical +5% temporal +4% darkness +5% light Ignore resists +5% mind defense ------ Resistance +6% acid +5% arcane +9% darkness other ------- Hate-on-crit +1.00 Amulets make your neck look great! |
In main hand | Crystalline Dwarven-steel shield (0 def, 6 armour, 153% power, 94.375 block) Crystalline Dwarven-steel shield (0 def, 6 armour, 153% power, 94.375 block)7.0 Encumbrance T3 shield armor [Unique] Arcane A part of set. When used to Attack: Weapon Damage 154% Range: 1.0x-1.2x Uses 100% Str Damage Arcane Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +94 While equipped: Stats +3 Con +3 Wil offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+3 eff.) Damage +10% arcane defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Handheld deflection devices. Transformed with the power of the Spellblaze. |
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. |
In off hand | dwarven-steel shield of shrapnel (0 def, 6 armour, 133% power, 76 block) dwarven-steel shield of shrapnel (0 def, 6 armour, 133% power, 76 block)7.0 Encumbrance T3 shield armor [Ego+] Master When used to Attack: Weapon Damage 134% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +76 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Cloak | Yarakan the Torchransom (2 def, 0 armour) Yarakan the Torchransom (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +5% Critical power +15.00% Spellpower +15 (+4 eff.) Spellpower/crit +4 Damage +8% arcane Ignore resists +8% arcane +10% fire When Hit 10 blight defense ------ Defense +2 (+2 eff.) other ------- Mana-on-crit +2.00 Max mana +123.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | iron mail armour 'Tarridurek' (2 def, 4 armour) iron mail armour 'Tarridurek' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +9% mind +3% darkness Crit Resistance 15.00% Spell save +3 (+1 eff.) Mind save +11 (+4 eff.) A suit of armour made of mail. |
Inventory
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 158; cd 11) healing infusion of the wizard (heal 158; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 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 |
Prismatic Rune (6 turns; lightning, physical, darkness, cold, mind, light) Prismatic Rune (6 turns; lightning, physical, darkness, cold, mind, light)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 5 darkness, 3 cold, 5 mind, 5 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 22; resist 28%; move 42%; dur 5; cd 22) ethereal rune of the psychic (power 22; resist 28%; move 42%; dur 5; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 26 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 28% all resistance, you move 42% faster, and you are invisible (power 22). 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. |
shielding rune of the psychic (absorb 272; dur 4; cd 14) shielding rune of the psychic (absorb 272; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 4 turns. 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. |
copper amulet of vision copper amulet of vision0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +11% other ------- Infravision +2 Sight +2 See Invisibility +6 Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +22% Amulets make your neck look great! |
archmage's steel amulet archmage's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +5% acid +4% fire +4% lightning +4% cold Amulets make your neck look great! |
steel amulet 'Gumnir' =+6 con= steel amulet 'Gumnir' =+6 con=0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +8 Dex +4 Cun +6 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +13% light +13% darkness Crit Resistance 10.00% Life Regen +2.00 Blind Resist +28% other ------- Stamina/turn +0.50 See Invisibility +3 Amulets make your neck look great! |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
copper ring of luminosity copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 10 light Damage +11% light Rings make your fingers look great! |
copper ring of misery copper ring of misery0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ On-Hit 6 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 34 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
psionicist's copper ring of blight (+10%) psionicist's copper ring of blight (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% blight defense ------ Resistance +10% blight Mind save +6 (+2 eff.) Rings make your fingers look great! |
solipsist's copper ring of tenacity solipsist's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Life +20.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
treant's copper ring treant's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +5% blight Poison Resist +11% Disease Resist +10% Rings make your fingers look great! |
wizard's copper ring of arcana (+0.11/turn) wizard's copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
solipsist's steel ring solipsist's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+1 eff.) Rings make your fingers look great! |
warrior's steel ring of clarity warrior's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str defense ------ Armor +6 Mind save +6 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
gold ring of darkness (+24%) gold ring of darkness (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Rings make your fingers look great! |
warrior's gold ring of tenacity warrior's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Life +22.00 Disarm Resist +26% Pinning Resist +20% Knockbk Resist +24% Rings make your fingers look great! |
Frostpassion the yew starstaff (120% power, 4 apr, physical element) Frostpassion the yew starstaff (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +6% acid +20% physical +6% light Ignore resists +10% cold When Hit 10 cold defense ------ Defense +8 (+8 eff.) Resistance +12% acid +9% light other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 129.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) Staff of Arcane Supremacy (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 121% Range: 1.0x-1.2x Uses 150% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
magewarrior's short yew starstaff (120% power, 4 apr, physical element) magewarrior's short yew starstaff (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [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 +5 (+2 eff.) Spellpower +14 (+4 eff.) Damage +20% physical Accuracy +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blizzardstun (129% power, 4 apr) Blizzardstun (129% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Psionic Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +12 mind On-crit, radius 2 +8 cold On Hit: * 18% chance to reduce all saves and defense by 34 While equipped: Stats +4 Cun +3 Wil offense ------ Critical power +10.00% Damage +15% acid other ------- EQ when Hit +0.20 Max hate +10.00 Sharp, long, and deadly. |
thought-forged steel waraxe (109% power, 3 apr) thought-forged steel waraxe (109% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Psionic Weapon Damage 109% 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 +7 mind On Hit: * 10% chance to reduce all saves and defense by 34 While equipped: Stats +2 Cun +2 Wil One-handed war axes. |
hateful pouch of dwarven-steel shots (16/16, 138% power, 3 apr) hateful pouch of dwarven-steel shots (16/16, 138% power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Psionic Weapon Damage 138% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 16 On-ranged-hit +11 darkness Damage Against +8% Living Shots are used with slings to pummel your foes to death. |
manaburning pouch of dwarven-steel shots of accuracy (23/23, 135% power, 3 apr) manaburning pouch of dwarven-steel shots of accuracy (23/23, 135% power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Disrupt/Master Weapon Damage 136% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +3 Critical Rate +5.0% Capacity 23 On Hit: * 15 arcane resource burn Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block) Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+8 eff.) Fatigue +12% Resistance +10% fire +15% cold other ------- 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. |
Bethitira the steel shield (0 def, 4 armour, 112% power, 41 block) Bethitira the steel shield (0 def, 4 armour, 112% power, 41 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 112% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 On-hit +12 cold While equipped: Stats +1 Cun +1 Wil offense ------ On shield block: * Deals 192 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +16% lightning +12% cold other ------- Psi when Hit +0.08 Max psi +30.00 Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+12 eff.) Resistance +15% cold +7% all other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Aerusebeth the Shadowreign (0 def, 0 armour) Aerusebeth the Shadowreign (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +19% physical Ignore resists +10% darkness +10% lightning When Hit 10 lightning 8 fire 10 darkness defense ------ Resistance +19% physical +6% darkness +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerayann the dwarven-steel mail armour (3 def, 8 armour) =+7 con= Aerayann the dwarven-steel mail armour (3 def, 8 armour) =+7 con=14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +7 Con offense ------ Ignore resists +15% acid When Hit 2 acid defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +7% physical Physical save +14 (+4 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of acid resistance (3 def, 15 armour) impenetrable dwarven-steel mail armour of acid resistance (3 def, 15 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +15 Defense +3 (+3 eff.) Fatigue +12% Resistance +20% acid A suit of armour made of mail. |
Velykira the rough leather belt Velykira the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ When Hit 4 mind defense ------ Fatigue -5% Resistance +6% mind other ------- Encumbrance +20 Psi when Hit +0.04 A belt that goes around your waist. |
rough leather belt 'Dimidol' rough leather belt 'Dimidol'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Ignore resists +10% darkness defense ------ Armor +6 Fatigue -5% Poison Resist +20% other ------- Encumbrance +22 A belt that goes around your waist. |
rough leather belt 'Flashwarden' rough leather belt 'Flashwarden'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +6% cold defense ------ Resistance +15% lightning Crit Resistance 15.00% Life +35.00 other ------- Light +1 A belt that goes around your waist. |
Chargenail the hardened leather belt Chargenail the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Wil offense ------ Mindpower +30 (+8 eff.) Damage +6% mind defense ------ Defense +11 (+11 eff.) Resistance +6% light +6% lightning Stealth +10 other ------- Max psi +50.00 A belt that goes around your waist. |
Shiveroozer the hardened leather belt =+4 str/dex= Shiveroozer the hardened leather belt =+4 str/dex=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +2 Cun offense ------ Damage +3% mind +9% cold Ignore resists +10% light +20% cold When Hit 6 cold defense ------ Resistance +3% mind Physical save +14 (+4 eff.) Spell save +13 (+4 eff.) Mind save +12 (+4 eff.) A belt that goes around your waist. |
Belama the linen cloak (1 def, 0 armour) Belama the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +1 Wil +1 Cun offense ------ When Hit 2 blight defense ------ Defense +1 (+1 eff.) Crit Resistance 10.00% Life +31.00 other ------- Hate-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glareoozer (1 def, 0 armour) Glareoozer (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +3 Mag +2 Wil +1 Cun offense ------ Damage +9% mind Ignore resists +15% mind defense ------ Defense +1 (+1 eff.) Resistance +3% light Spell save +5 (+2 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfodunaruilen the linen cloak (1 def, 2 armour) Ulfodunaruilen the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Con offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Armor +2 Defense +1 (+1 eff.) Fatigue -2% Spell save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.3 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 121.90 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Shinebait (2 def, 0 armour) =+4 str= Shinebait (2 def, 0 armour) =+4 str=2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +18% light Accuracy +20 (+7 eff.) defense ------ Defense +2 (+2 eff.) Fatigue -5% Crit Resistance 10.00% Life +69.00 other ------- Max stamina +14.00 Light +3 Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of protection (2 def, 0 armour) spellcowled cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Wil +2 Mag defense ------ Defense +2 (+2 eff.) Spell save +17 (+5 eff.) Mind save +7 (+2 eff.) other ------- Max mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleselle (0 def, 1 armour) Gleselle (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Cun offense ------ Mind Crit +1% Mindpower +5 (+1 eff.) defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) other ------- Encumbrance +23 EQ when Hit +0.24 Psi when Hit +0.12 Hate-on-crit +2.00 A pair of boots made of leather. |
Kilnsquall the pair of rough leather boots (0 def, 2 armour) Kilnsquall the pair of rough leather boots (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +5 (+1 eff.) Damage +6% mind When Hit 2 mind 2 fire defense ------ Armor +2 Mind save +9 (+3 eff.) other ------- EQ when Hit +0.04 Max psi +10.00 Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Adeldawen' (0 def, 7 armour) pair of rough leather boots 'Adeldawen' (0 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +5 Mag +4 Wil +1 Con defense ------ Armor +7 Physical save +9 (+3 eff.) Healmod +20% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Yvurewen (0 def, 5 armour) =+4 con= Yvurewen (0 def, 5 armour) =+4 con=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Con defense ------ Armor +5 Fatigue +2% Resistance +5% arcane other ------- Light +1 Infravision +1 See Invisibility +6 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 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
brawler's rough leather gloves of dexterity (+2) (0 def, 1 armour) brawler's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +2 Str +4 Dex +3 Cun offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +1 Physical save +6 (+2 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 137.47 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Cinderbraid the linen wizard hat (1 def, 0 armour) Cinderbraid the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Critical power +15.00% Spellpower/crit +2 Damage +11% light defense ------ Defense +1 (+1 eff.) Resistance +16% light +3% fire other ------- Mana-on-crit +2.00 A pointy cloth hat, very wizardly... |
cleansing linen wizard hat (1 def, 0 armour) cleansing linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Defense +1 (+1 eff.) Resistance +6% nature +6% blight A pointy cloth hat, very wizardly... |
linen wizard hat 'Dairadur' (1 def, 0 armour) linen wizard hat 'Dairadur' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +11% nature defense ------ Defense +1 (+1 eff.) Resistance +16% nature Crit Resistance 10.00% Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Stun Resist +20% A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour) linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
augmenting cashmere wizard hat of light (+18%) (2 def, 0 armour) augmenting cashmere wizard hat of light (+18%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +3% acid +12% light +5% cold +4% fire +4% arcane +8% lightning defense ------ Defense +2 (+2 eff.) Resistance +18% light A pointy cloth hat, very wizardly... |
Tideshear (1 def, 0 armour) Tideshear (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag offense ------ Spellpower +4 (+1 eff.) Damage +6% darkness +12% cold When Hit 6 darkness 2 cold defense ------ Defense +1 (+1 eff.) Resistance +12% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Breathe water A cap made of leather. |
thaloren hardened leather cap (0 def, 3 armour) thaloren hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Wil defense ------ Armor +3 Fatigue +3% Resistance +7% blight Mind save +7 (+2 eff.) A cap made of leather. |
Duskthorn the iron helm (0 def, 5 armour) Duskthorn the iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +6% darkness Ignore resists +10% physical defense ------ Armor +5 Fatigue +5% Resistance +5% lightning +5% temporal other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 agate 5 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
260 alchemist agate 260 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. |
Earugoldir Earugoldir2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +4 Wil offense ------ Critical power +5.00% Damage +9% mind other ------- Hate-on-crit +1.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Splendournail Splendournail2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Wil offense ------ Damage +6% mind Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Armor +2 Resistance +5% arcane other ------- Max stamina +10.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 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. |
bright brass lantern bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Uraldil' (dig speed 19 turns) iron pickaxe 'Uraldil' (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Dex offense ------ Physical Power +5 (+2 eff.) When Hit 4 arcane 2 physical defense ------ Resistance +6% darkness +5% fire Unlife -60.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
dwarven-steel torque of mindblast 'Floetrial' [power 230] (15 cooldown) dwarven-steel torque of mindblast 'Floetrial' [power 230] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Con offense ------ Physical Crit +4.0% Damage +9% cold +6% physical Ignore Armor +2 defense ------ Defense +25 (+20 eff.) Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm wand of conjuration 'Branudragas' [power 110] (15 cooldown) elm wand of conjuration 'Branudragas' [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +2% Critical power +10.00% Fire a magical bolt dealing 120 fire damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of lightning storm [power 170] (15 cooldown) evasive ash wand of lightning storm [power 170] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 15 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Genxidid the Dwarf Stone Warden level 19
20th Wealth 122nd year of Ascendancy at 05:09 see stats
By Genxidid the Dwarf Stone Warden level 22
13rd Dearth 122nd year of Ascendancy at 04:39 see stats
By Genxidid the Dwarf Stone Warden level 10
31st Voratun 122nd year of Ascendancy at 00:37 see stats
By Genxidid the Dwarf Stone Warden level 20
23rd Wealth 122nd year of Ascendancy at 02:23 see stats
By Genxidid the Dwarf Stone Warden level 20
5th Dearth 122nd year of Ascendancy at 13:54 see stats
By Genxidid the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 20:47 see stats
By Genxidid the Dwarf Stone Warden level 10
31st Voratun 122nd year of Ascendancy at 18:00 see stats
By Genxidid the Dwarf Stone Warden level 10
2nd Acquisition 122nd year of Ascendancy at 23:01 see stats
By Genxidid the Dwarf Stone Warden level 23
25th Dearth 122nd year of Ascendancy at 13:56 see stats
By Genxidid the Dwarf Stone Warden level 17
34th Profit 122nd year of Ascendancy at 09:24 see stats
By Genxidid the Dwarf Stone Warden level 22
13rd Dearth 122nd year of Ascendancy at 04:41 see stats
Log
Genxidid is poisoned!
Stone Vine from Genxidid hits Gigantic sandworm tunneler for 33 nature, 27 arcane (59 total damage).
Adamira the blue ooze HEALS from nature damage!
Stone Vine from Genxidid hits Gigantic sandworm tunneler for 33 nature, 27 arcane (59 total damage).
Stone Vine from Genxidid hits Adamira the blue ooze for (13 deflected), 15 nature, 8 healing, (8 deflected), 9 arcane (24 total damage) [8 healing].
Adamira the blue ooze uses Slime Spit.
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Genxidid casts Stone Wall.
Poison from Adamira the blue ooze hits Genxidid for (15 flat reduction), (86 absorbed), 0 nature (0 total damage).
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Genxidid uses Block.
Shards of metal explode from Genxidid's shield!
Poison from Adamira the blue ooze hits Genxidid for (110 blocked), 0 nature (0 total damage).
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Genxidid shrugs off Something's 'Poison'!
Your shield crumbles under the damage!
The shield around Genxidid crumbles.
You collect a new ingredient: sandworm tooth (1).
Poison from Adamira the blue ooze hits Genxidid for (15 flat reduction), (9 absorbed), 86 nature (86 total damage).
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Talent Vitality is ready to use.
Poison from Adamira the blue ooze hits Genxidid for 110 nature damage.
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Poison from Adamira the blue ooze hits Genxidid for 110 nature damage.