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 | Cornac |
Class | Alchemist |
Level / Exp | 29 / 40% |
Size | medium |
Lifes / Deaths | Killed by Porydhema the gigantic corrosive tunneler at level 23 on the 6th Haze 122nd year of Ascendancy at 09:37 / 2Killed by Layalle the skeleton warrior at level 29 on the 8th Allure 123rd year of Ascendancy at 16:44 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 18 (base 13) |
Magic | 77 (base 60) |
Willpower | 22 (base 11) |
Cunning | 71 (base 55) |
Resources
Life | -423/653 |
Mana | 213/388 |
Positive | 96/134 |
Healing Factor | 1.2011363549267 |
Regeneration | 3.1830113405558 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 2 |
See Invisible | 14 |
Offense: Mainhand
Damage | 45 |
Accuracy | 23 |
Crit Chance | 24% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Acid | +6% |
Nature | +5% |
Temporal | +3% |
Blight | +6% |
Arcane | +17% |
Fire | +24% |
All | 0% |
Offense: Damage Penetration
Acid | +25% |
Cold | +15% |
Blight | +10% |
Arcane | +5% |
Fire | +5% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 11 |
Spell Save | 28 |
Mental Save | 26 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 34%( 70%) |
All | + 11%( 70%) |
Lightning | + 29%( 70%) |
Physical | + 11%( 70%) |
Fire | + 40%( 70%) |
Darkness | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 21% |
Poison Resistance | 21% |
Blind Resistance | 17% |
Silence Resistance | 22% |
Pinning Resistance | 24% |
Disarm Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 64% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning stat. |
Class Talents
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by fire drake. Escort: worried loremaster (level 2 of Daikara) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. 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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice wyrm tooth. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed minotaur nose. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Hazebloom (0 def, 3 armour) Hazebloom (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% cold +3% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +2% Resistance +6% cold Silence Resist +22% Confus Resist +21% Stun Resist +22% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 258 alchemist lapis lazuli 258 alchemist lapis lazuli0.0 Encumbrance T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | iron helm 'Zerudrarim' (0 def, 3 armour) iron helm 'Zerudrarim' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +3 Cun offense ------ Spell Crit +2% Damage +12% arcane Ignore Armor +5 When Hit 8 arcane defense ------ Armor +3 Fatigue +5% other ------- Mana/turn +0.12 Mana-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Earidudor [power 73] (19/25 cooldown) Earidudor [power 73] (19/25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +2% Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 35% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | pixie's copper ring of pilfering pixie's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+2 eff.) Accuracy +9 (+4 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
On fingers | Scaldslice Scaldslice0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% arcane +5% fire When Hit 4 fire defense ------ Resistance +12% darkness +12% fire Life +24.00 Disarm Resist +30% Pinning Resist +24% Knockbk Resist +24% Rings make your fingers look great! |
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 main hand | ash vilestaff 'Torchhunger' (111% power, 3 apr, fire element) ash vilestaff 'Torchhunger' (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/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 +7% Critical power +30.00% Spellpower +10 (+3 eff.) On-Hit 15 fire Damage +6% blight +24% fire Ignore resists +10% blight other ------- Mana/turn +0.10 Max mana +32.00 See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves of spellstriking (0 def, 2 armour) hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +3 Wil offense ------ Spellpower +9 (+3 eff.) On-Hit 6 arcane Damage +5% arcane defense ------ Armor +2 Resistance +5% arcane 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. |
Main armor | verdant cashmere robe of life (0 def, 0 armour) verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +5% nature defense ------ Resistance +10% blight +11% all Life +52.00 Life Regen +2.40 Healmod +13% Poison Resist +21% Disease Resist +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | cashmere cloak 'Tusta' (2 def, 0 armour) cashmere cloak 'Tusta' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +7 Cun offense ------ Damage +6% acid Ignore resists +25% acid +10% mind defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Chillbane Chillbane0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck +2 Wil offense ------ Ignore resists +15% cold Accuracy +5 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 36% defense ------ Defense +5 (+2 eff.) Resistance +9% acid Resist unseen 10% Blind Resist +17% other ------- Infravision +2 Sight +2 See Invisibility +6 Amulets make your neck look great! |
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. |
wild infusion (res 17%; magical; dur 3; cd 12) wild infusion (res 17%; magical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
manasurge rune (regen 982% over 10 turns; mana 49; cd 18) manasurge rune (regen 982% over 10 turns; mana 49; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 982% for 10 turns (71 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 95; cd 13) shatter afflictions rune of the psychic (absorb 95; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the sneak (threshold 42; blocks 6; dur 4; cd 17) stormshield rune of the sneak (threshold 42; blocks 6; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 42 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 34; cd 16) teleportation rune (range 34; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of strength (+3) clarifying copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
copper amulet 'Shadowbraze' copper amulet 'Shadowbraze'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +5 Mag offense ------ Damage +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Infravision +3 Amulets make your neck look great! |
starlit copper amulet of strength (+2) starlit copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+12 eff.) Spell save +15 (+7 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Winterwilter Winterwilter0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Spell Crit +2% Spellpower +30 (+9 eff.) Ignore resists +10% blight When Hit 6 acid defense ------ Fatigue -6% Resistance +9% cold Spell save +9 (+4 eff.) Life Regen +2.00 other ------- Max mana +40.00 Max vim +30.00 Amulets make your neck look great! |
marksman's copper ring of fire (+20%) marksman's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% fire Accuracy +6 (+3 eff.) defense ------ Resistance +20% fire Rings make your fingers look great! |
marksman's copper ring of sensing marksman's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Blind Resist +21% other ------- Infravision +3 See Stealth +7 See Invisibility +6 Rings make your fingers look great! |
rogue's copper ring of lightning (+20%) rogue's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% lightning defense ------ Defense +6 (+3 eff.) Resistance +20% lightning Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
warrior's copper ring of blight (+11%) warrior's copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% blight defense ------ Armor +6 Resistance +11% blight Rings make your fingers look great! |
wizard's copper ring of sensing wizard's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +7 Rings make your fingers look great! |
Dagyneg Dagyneg0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +4 Mag defense ------ Resistance +28% acid +15% blight +17% fire +16% cold +14% lightning Crit Resistance 15.00% Rings make your fingers look great! |
Layylle Layylle0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Damage +13% lightning When Hit 8 physical defense ------ Armor +2 Resistance +26% lightning +2% physical other ------- Max stamina +10.00 Rings make your fingers look great! |
savior's steel ring of blight (+12%) savior's steel ring of blight (+12%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +12% blight defense ------ Resistance +12% blight Physical save +6 (+6 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of lightning (+24%) savior's steel ring of lightning (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
warrior's gold ring warrior's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +6 Str defense ------ Armor +12 Rings make your fingers look great! |
elm vilestaff (100% power, 2 apr, fire element) elm vilestaff (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cinderdeath (115% power, 3 apr, fire element) Cinderdeath (115% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master 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 +13% Critical power +25.00% Spellpower +8 (+2 eff.) Damage +13% blight +17% fire Ignore resists +5% blight When Hit 2 fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Isolaith the ash magestaff (111% power, 3 apr, fire element) Isolaith the ash magestaff (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Rare] 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 +8% Spellpower +6 (+2 eff.) Spellpower/crit +4 Damage +15% fire Ignore resists +15% arcane +5% blight When Hit 6 arcane defense ------ Crit Resistance 10.00% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max vim +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of greater warding (111% power, 3 apr, darkness element) ash starstaff of greater warding (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [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 (+2 eff.) Damage +15% darkness defense ------ Armor +7 Defense +7 (+3 eff.) other ------- Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul 'Eratorab' (137% power, 2 apr) steel greatmaul 'Eratorab' (137% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +3% Physical Power +12 (+6 eff.) Spellpower/crit +4 Damage +21% blight Ignore resists +12% physical defense ------ Armor +14 Mind save +6 (+3 eff.) Disarm Resist +20% Massive two-handed mauls. |
steel longsword 'Morningnail' (104% power, 3 apr) steel longsword 'Morningnail' (104% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Psionic 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 +8 blight +9 darkness Damage Against +8% Living On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 While equipped: offense ------ Damage +15% light On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 other ------- Light +3 Sharp, long, and deadly. |
Corpsebow Corpsebow4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+3 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 26 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Loragorn (20/20, 133% power, 11 apr) Loragorn (20/20, 133% power, 11 apr)3.0 Encumbrance T2 shot ammo [Rare] Arcane Weapon Damage 134% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +4.5% Capacity 20 On-ranged-hit +11 temporal On Hit: * 9% chance to gain 10% of a turn (3/turn limit) While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
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 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of the mind (+10%) (0 def, 0 armour) shimmering linen robe of the mind (+10%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Damage +11% arcane +10% mind defense ------ Resistance +10% mind +7% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour) spellwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) defense ------ Resistance +9% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Hanodraruilin' (0 def, 0 armour) cashmere robe 'Hanodraruilin' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +5 Mag +6 Wil offense ------ Damage +14% lightning +14% physical +11% fire +6% mind +7% cold defense ------ Resistance +13% lightning +8% darkness +8% light +8% blight +18% cold +24% fire +11% all Physical save +10 (+9 eff.) Spell save +28 (+13 eff.) Mind save +13 (+7 eff.) other ------- Mana/turn +0.12 Vim-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Deepsquench (2 def, 6 armour) Deepsquench (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: offense ------ Damage +12% arcane +6% mind Ignore resists +10% arcane When Hit 2 arcane On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% lightning +6% mind +12% darkness A suit of armour made of mail. |
Galelar Galelar1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% mind defense ------ Defense +5 (+2 eff.) Resistance +6% lightning +12% temporal +3% fire A belt that goes around your waist. |
Mayelramira Mayelramira1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +7 Dex +1 Wil +4 Cun +6 Lck offense ------ On-Hit (Melee): * 10% chance to reduce armor by 36% defense ------ Resistance +9% acid Stealth +7 other ------- Disarm Traps +9 Infravision +3 See Invisibility +3 A belt that goes around your waist. |
Poruwe the linen cloak (1 def, 0 armour) Poruwe the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Critical power +10.00% defense ------ Defense +1 (+0 eff.) Resistance +3% blight Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urirab (1 def, 0 armour) Urirab (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Spell Crit +3% Mind Crit +2% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +3% blight Mind save +3 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Anokor' (1 def, 6 armour) linen cloak 'Anokor' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Mag defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +9% acid +20% cold other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emyta (0 def, 1 armour) Emyta (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +2 Con +6 Lck offense ------ Mind Crit +1% Mindpower +15 (+8 eff.) Ignore resists +10% physical Ignore Armor +1 defense ------ Armor +1 Stealth +6 A pair of boots made of leather. |
pair of rough leather boots 'Brightsin' (0 def, 3 armour) pair of rough leather boots 'Brightsin' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Str +1 Con offense ------ Damage +3% light defense ------ Armor +3 other ------- Infravision +2 A pair of boots made of leather. |
pair of hardened leather boots 'Blizzardslice' (0 def, 7 armour) pair of hardened leather boots 'Blizzardslice' (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +2 Con offense ------ Damage +9% cold defense ------ Armor +7 Resistance +9% cold other ------- Infravision +2 A pair of boots made of leather. |
Coalcut (0 def, 1 armour) Coalcut (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Mag +1 Con offense ------ On-Hit 6 mind Damage +9% temporal +4% mind +6% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +1 Resistance +6% mind Crit Resistance 5.00% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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. |
Glorowen the Fogwild (0 def, 1 armour) Glorowen the Fogwild (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+5 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +1 Fatigue +1% Resistance +3% darkness Crit Resistance 15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dazzlestreak (0 def, 2 armour) Dazzlestreak (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Cun offense ------ Damage +12% fire defense ------ Armor +2 Fatigue +3% Resistance +12% light +9% cold Physical save +9 (+9 eff.) other ------- Light +3 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) umbral dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 8 darkness Damage +5% darkness Accuracy +7 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +15% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat of fire (+15%) (1 def, 0 armour) shielding linen wizard hat of fire (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +10% fire defense ------ Defense +1 (+0 eff.) Resistance +15% fire Spell save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour) cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +2 Mag +4 Con offense ------ Damage +10% arcane defense ------ Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.63 to 88.88 lightning damage (59.25 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Samarelin the rough leather cap (0 def, 5 armour) Samarelin the rough leather cap (0 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Con offense ------ Damage +15% mind When Hit 2 mind defense ------ Armor +5 Fatigue +1% Physical save +3 (+3 eff.) A cap made of leather. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour) insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold A cap made of leather. |
miner's rough leather cap of constitution (+2) (0 def, 2 armour) miner's rough leather cap of constitution (+2) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
rough leather cap 'Aeryrilaith' (0 def, 1 armour) rough leather cap 'Aeryrilaith' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Cun offense ------ Physical Crit +5.0% Ignore Armor +5 defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +3.00 A cap made of leather. |
hardened leather cap 'Prismsquall' (0 def, 3 armour) =+8 str= hardened leather cap 'Prismsquall' (0 def, 3 armour) =+8 str=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +9 Str +5 Dex offense ------ Physical Power +10 (+5 eff.) Ignore resists +25% light When Hit 4 physical defense ------ Armor +3 Fatigue +3% Unlife -60.00 life A cap made of leather. |
Torchobeisance (0 def, 3 armour) Torchobeisance (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 4 fire defense ------ Armor +3 Fatigue +5% Resistance +16% lightning +6% temporal +9% acid Life +80.00 Pinning Resist +10% Stun Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
12 ametrine 12 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. |
10 citrine 10 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. |
19 zircon 19 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. |
5 aquamarine 5 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. |
9 opal 9 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 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. |
14 amethyst 14 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. |
8 onyx 8 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. |
5 lapis lazuli 5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 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. |
6 emerald 6 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. |
8 garnet 8 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. |
7 quartz 7 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. |
turquoise turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
258 alchemist agate 258 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. |
56 alchemist spinel 56 alchemist spinel0.0 Encumbrance T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
7 alchemist ametrine 7 alchemist ametrine0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
5 alchemist zircon 5 alchemist zircon0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
122 alchemist aquamarine 122 alchemist aquamarine0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
148 alchemist opal 148 alchemist opal0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
13 alchemist topaz 13 alchemist topaz0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
55 alchemist amethyst 55 alchemist amethyst0.0 Encumbrance T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
153 alchemist onyx 153 alchemist onyx0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
57 alchemist emerald 57 alchemist emerald0.0 Encumbrance T3 green alchemist-gem [Normal] When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
146 alchemist garnet 146 alchemist garnet0.0 Encumbrance T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
61 alchemist quartz 61 alchemist quartz0.0 Encumbrance T3 white alchemist-gem [Normal] When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
Fulyfang Fulyfang2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +5 (+2 eff.) Resistance +12% acid +2% physical Spell save +12 (+6 eff.) Life +60.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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. |
Turiregorek the Glarebringer Turiregorek the Glarebringer2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% arcane +6% light Accuracy +5 (+2 eff.) Ignore Armor +3 When Hit 2 arcane defense ------ Defense +5 (+2 eff.) Resistance +2% physical Life +43.00 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 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 of health brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 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. |
Demonic Soul Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Dagylathagrim (dig speed 30 turns) Dagylathagrim (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Cun +1 Con offense ------ Accuracy +4 (+2 eff.) defense ------ Resistance +3% acid +6% cold other ------- Light +2 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silissra the dwarven-steel pickaxe (dig speed 24 turns) Silissra the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +2 Dex offense ------ Physical Power +10 (+5 eff.) Ignore Armor +5 defense ------ Resistance +15% mind +1% physical other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+3 eff.) defense ------ Mind save +10 (+5 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 8 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. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 184.41 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
quick iron torque of mindblast [power 90] (19/11 cooldown) quick iron torque of mindblast [power 90] (19/11 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 90 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Emutta [power 225] (19/15 cooldown) Emutta [power 225] (19/15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Dex offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 other ------- Light +2 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 225 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
focusing elm wand of conjuration [power 105] (19/15 cooldown) focusing elm wand of conjuration [power 105] (19/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 lightning 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. |
warded ash wand of shielding [power 182] (19/20 cooldown) warded ash wand of shielding [power 182] (19/20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane While equipped: other ------- Wards +3 lightning +3 fire +3 nature +3 light Talents +1 Ward Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Lit the Cornac Alchemist level 17
25th Dusk 122nd year of Ascendancy at 21:39 see stats
By Lit the Cornac Alchemist level 23
31st Haze 122nd year of Ascendancy at 19:35 see stats
By Lit the Cornac Alchemist level 10
5th Mirth 122nd year of Ascendancy at 08:36 see stats
By Lit the Cornac Alchemist level 20
51st Dusk 122nd year of Ascendancy at 15:24 see stats
By Lit the Cornac Alchemist level 24
38th Haze 122nd year of Ascendancy at 06:18 see stats
By Lit the Cornac Alchemist level 14
13rd Dusk 122nd year of Ascendancy at 03:58 see stats
By Lit the Cornac Alchemist level 7
78th Pyre 122nd year of Ascendancy at 23:45 see stats
By Lit the Cornac Alchemist level 23
33rd Haze 122nd year of Ascendancy at 15:11 see stats
By Lit the Cornac Alchemist level 10
10th Mirth 122nd year of Ascendancy at 06:00 see stats
By Lit the Cornac Alchemist level 24
78th Haze 122nd year of Ascendancy at 17:52 see stats
By Lit the Cornac Alchemist level 17
25th Dusk 122nd year of Ascendancy at 21:39 see stats
By Lit the Cornac Alchemist level 23
6th Haze 122nd year of Ascendancy at 09:37 see stats
Log
The shield around Ce'Nydanor the skeleton warrior crumbles.
Ce'Nydanor the skeleton warrior activates Chant of Fortress.
Ce'Nydanor the skeleton warrior deactivates Chant of Resistance.
--------------------------------
Lit casts Channel Staff.
Lit's spell attains critical power!
Layalle the skeleton warrior casts Invoke Darkness.
Golem (servant of Lit) reflects damage back to Layalle the skeleton warrior!
Golem (servant of Lit) hits Layalle the skeleton warrior for (90 ignored), 0 darkness (0 total damage).
Layalle the skeleton warrior hits Lit for 306 darkness damage.
Layalle the skeleton warrior hits Golem (servant of Lit) for 370 darkness damage.
Layalle the skeleton warrior hits Mirror Image for 370 darkness damage.
The demonic soul releases a burst of fire around Layalle the skeleton warrior!
Layalle the skeleton warrior killed Golem (servant of Lit)!
Demonic Soul hits Layalle the skeleton warrior for 46 fire damage.
Lit's Channel Staff hits Layalle the skeleton warrior for 72 fire damage.
Golem (servant of Lit)'s fire burn area effect hits Layalle the skeleton warrior for 10 fire damage.
Burning from Golem (servant of Lit) hits Layalle the skeleton warrior for 12 fire damage.
Talent Throw Bomb is ready to use.
--------------------------------
Lit uses Infusion: Movement.
Lit is moving at extreme speed!
Layalle the skeleton warrior casts Rigor Mortis.
Layalle the skeleton warrior's spell attains critical power!
Lit feels death coming!
Golem (servant of Lit)'s fire burn area effect hits Layalle the skeleton warrior for 10 fire damage.
Layalle the skeleton warrior hits Lit for 492 cold damage.
Lit the level 29 cornac alchemist was chilled to death by Layalle the skeleton warrior on level 2 of Ruined halfling complex.