











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 27 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 27 on the 18th Pyre 123rd year of Ascendancy at 07:44 / 2Killed by Ginor the elven cultist at level 27 on the 18th Pyre 123rd year of Ascendancy at 07:50 |
Primary Stats
| Strength | 57 (base 53) |
| Dexterity | 77 (base 58) |
| Constitution | 1 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | -226/694 |
| Stamina | 216/238 |
| Healing Factor | 1.0078522914819 |
| Regeneration | 6.2990768217618 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 24.108545491274 |
| See Invisible | 24.108545491274 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 79 |
| Crit Chance | 9% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +9% |
| Temporal | +3% |
| Physical | +12% |
| All | 0% |
Offense: Damage Penetration
| Light | +32% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 22 (69.687909656376%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 18 |
| Mental Save | 22 |
Defense: Resistances
| Physical | + 8%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 9%( 70%) |
| Nature | + 12%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 5%( 70%) |
| Acid | + 19%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 35% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
| Pinning Resistance | 20% |
| Stun Resistance | 58% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The target is infected by a disease, reducing its constitution by 12 and doing 23.80 blight damage per turn. Rotting Disease |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed snow giant kidney. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +20% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of ash arrows 'Isserothad' (18/19, 122% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Nature/Psionic Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +24 fire +12 physical +20 temporal On Hit.r1 +9 fire +8 temporal On Crit.r2 +11 fire +4 temporal On Hit: * 20% chance to knock the target back 3 spaces and deal 67 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Ce'Nuba'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +12% physical ----- def ----- Mind.save +6 (+3 eff.) Max.HP +47.00 ---------- misc Max.stam +30.00 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. |
| On head | Dazzletyphoon (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +9% lightning +8% physical +9% light Phys.save +9 (+5 eff.) Spell.save +3 (+2 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | ash wand of shielding [power 194] (12/17 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Porylewen'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +9 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Resists +5% arcane Die.at -80.00 life HP.reg +2.00 Cut- +20% Pinning- +10% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Stun/Frz- +30% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 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! |
| Around waist | hardened leather belt 'Splendourquake'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +9% light Res.pen +20% light ----- def ----- Armour +8 Defense +14 (+4 eff.) Stealth +10 Max.HP +80.00 A belt that goes around your waist. |
| In main hand | steady elven-wood longbow of piercing4.0 T4 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Phys.crit +3.0% Res.pen +12% all Acc +26 (+5 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
| On hands | hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Phys.save +14 (+7 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cured leather armour 'Dagifast' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +2 Mag +3 Wil +2 Cun dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% acid Max.HP +100.00 Pinning- +10% A suit of armour made of leather. |
| Cloak | restorative cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +17 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Resists +12% nature +12% blight Max.HP +66.00 HP.reg +4.00 Heal.mod +12% ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 224.54 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 7; phase 24; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 13 Travel.spd 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 466; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 466 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 344; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 207; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet of manastreaming =2Mag=0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +35.00 Amulets make your neck look great! |
warrior's steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Camigochak the Shimmergore0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +3 Dex +4 Con dps ---------- Phys.pwr +20 (+7 eff.) Apr +5 ----- def ----- Resists +6% lightning Phys.save +8 (+4 eff.) Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+2 eff.) Apr +8 ----- def ----- Defense +10 (+3 eff.) Stun/Frz- +30% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 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! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
savior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +8 (+2 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
wizard's copper ring =3Mag=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+4 eff.) Rings make your fingers look great! |
wizard's steel ring of light (+24%) =4Mag=0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Spell.save +8 (+5 eff.) Rings make your fingers look great! |
dwarven-steel dagger (120% power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 121% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
Branemnir the Chillstreaker =3Mag=4.0 T1 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +11 fire On Crit.r2 +8 arcane While equipped: Stats +4 Dex +3 Mag dps ---------- Dmg.mod +15% fire Res.pen +10% arcane ----- def ----- Resists +12% cold Crit.chn- 10.00% Longbows are used to shoot arrows at your foes. |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Cyst Burst 1 On Hit: 25% Epidemic 1 While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Disease- +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. |
Samurab4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Crit +1.0% Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +8 fire While equipped: Stats +3 Str +1 Dex dps ---------- Phys.crit +2.0% Phys.pwr +9 (+3 eff.) Dmg.mod +15% fire Acc +9 (+2 eff.) ---------- misc Reload +2 Longbows are used to shoot arrows at your foes. |
caustic yew longbow of enduring4.0 T3 longbow 2H weapon [Ego++] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +11 acid +24 nature While equipped: Stats +12 Wil +11 Con dps ---------- Res.pen +11% acid +20% nature Apr +11 ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
thought-forged steel longsword of the mystic (111% power, 3 apr) =3Mag=3.0 T2 longsword 1H weapon [Ego] Arcane/Psionic Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 mind On Hit: * 12% chance to reduce all saves and defense by 14 While equipped: Stats +3 Mag +3 Wil +1 Cun dps ---------- Spell.pwr +9 (+9 eff.) Sharp, long, and deadly. |
epiphanous pulsing mindstar (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +11 (+6 eff.) Dmg.mod +12% mind ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Rimeglory' (88% power, 18 apr, mind damage) =4Mag=3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +8% darkness +24% cold Res.pen +8% darkness ----- def ----- Resists +6% darkness Blind- +14% ---------- misc See.Invis +6 Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Siluwe the yew magestaff (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +5 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +15% mind +20% cold ----- def ----- Resists +12% blight ---------- misc Mana/turn +0.24 Hate/m.crit +5.00 Max.mana +71.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Voreta the Blastobeisance (104% power, 2 apr) =3Mag=3.0 T1 waraxe 1H weapon [Rare] Psionic Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +8 lightning On Crit.r2 +12 lightning On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Dex +3 Mag ----- def ----- Resists +9% lightning ---------- misc Infravis +3 One-handed war axes. |
Blazewish the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +5% fire +12% nature +5% cold ---------- misc Light +2 A belt that goes around your waist. |
Chelar the rough leather belt =3Cun3Con=1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Cun +3 Con dps ---------- Melee Ret 4 temporal ----- def ----- HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
Hyyalar the rough leather belt =unlife=1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Resists +18% blight Spell.save +6 (+4 eff.) Knockbk- +20% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Relgigrim1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Phys.pwr +4 (+2 eff.) Dmg.mod +3% physical Acc +15 (+3 eff.) ----- def ----- Spell.save +6 (+4 eff.) Die.at -20.00 life ---------- misc Size +1 A belt that goes around your waist. |
Xanyrialaith1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +15% lightning +6% temporal +5% arcane +3% cold ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
noble's rough leather belt of unlife =3Cun=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Eclipsefiend' =3Cun=1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +8 (+4 eff.) Res.pen +5% darkness ----- def ----- Phys.save +7 (+4 eff.) Mind.save +3 (+2 eff.) ---------- misc Max.hate +4.00 Max.psi +20.00 Infravis +2 A belt that goes around your waist. |
enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) 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. |
enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +5 (+3 eff.) Spell.save +5 (+3 eff.) 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. |
Zubatha (0 def, 2 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) ----- def ----- Armour +2 Resists +3% mind +7% all Spell.save +15 (+8 eff.) Die.at -40.00 life Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% mind +10% darkness +11% all Phys.save +12 (+6 eff.) Spell.save +15 (+8 eff.) Mind.save +23 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of power (0 def, 0 armour) =3Mag=2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +2% Spell.pwr +15 (+12 eff.) Dmg.mod +7% temporal +9% arcane +9% all ----- def ----- Resists +9% all ---------- misc Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Kilntyphoon' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Dmg.mod +12% fire Res.pen +10% fire ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal Mind.save +18 (+9 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of phasing (0 def, 1 armour) =3Mag=2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Wil +3 Mag ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Liseretha the dwarven-steel gauntlets (0 def, 2 armour) =10Mag=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +5 Mag +10 Wil +6 Con dps ---------- Dmg.mod +15% arcane Res.pen +15% arcane ----- def ----- Armour +2 Fatigue +3% Disarm- +31% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of magic (+2) (0 def, 2 armour) =2Mag=1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 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. |
radiant hardened leather gloves of magic (+3) (0 def, 2 armour) =3Mag=1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 8 light Dmg.mod +5% arcane +6% light ----- def ----- Armour +2 Resists +5% light 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. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +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. |
spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) =3Mag=1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +5 Wil +3 Mag dps ---------- Spell.crit +6% Spell.pwr +18 (+14 eff.) Melee+ 8 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane ---------- misc Mana/turn +0.16 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. |
temporal dwarven-steel gauntlets of spellstriking (0 def, 2 armour) =5Mag=1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +4 (+4 eff.) Melee+ 8 arcane 7 temporal Ranged+ 6 temporal Dmg.mod +3% arcane +5% temporal ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +7% temporal 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. |
Ce'Nolrawe the linen wizard hat (1 def, 0 armour) =2Mag=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Mind.crit +5% Acc +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Defense +1 (+1 eff.) Resists +7% cold +6% fire Crit.chn- 5.00% ---------- misc Max.hate +2.00 A pointy cloth hat, very wizardly... |
Eilinirewen (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Cut- +10% Pinning- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glowblack (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +25% light ----- def ----- Armour +9 Fatigue +3% Phys.save +9 (+5 eff.) ---------- misc Light +1 A cap made of leather. |
Lavashear the linen wizard hat (1 def, 0 armour) =3Cun=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Res.pen +25% fire ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Yvabrewen the Nimbuskiss (13/15, 125% power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 125% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Ranged+ +4 lightning +14 temporal On Hit.r1 +16 lightning +20 cold On Crit.r2 +20 lightning +12 cold On Hit: * 12% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of crippling (16/16, 154% power, 10 apr)3.0 T3 arrow ammo [Ego++] Master Power 154% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +24.0% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
blazing quiver of elm arrows of daylight (24/24, 110% power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Nature Power 110% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 24 Ranged+ +8 light +15 fire Against +12% Undead On Crit.r2 +9 fire Arrows are used with bows to pierce your foes to death. |
flaming quiver of elm arrows of accuracy (22/22, 109% power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Master Power 109% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +1.0% Capacity 22 On Hit.r1 +9 fire Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Galewolf' (18/18, 142% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 142% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +13.5% Capacity 18 Ranged+ +20 lightning +8 fire On Hit.r1 +12 lightning +8 arcane On Crit.r2 +20 arcane On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
73 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Airtrail (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +18% lightning Melee Ret 2 light 4 cold ----- def ----- Resists +3% light ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazespar the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +6% mind Res.pen +25% darkness +5% mind Melee Ret 2 light 4 darkness ---------- misc Light +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Drosin the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% nature +2% physical Spell.save +3 (+2 eff.) Max.HP +42.00 Confus- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Uluthel1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+4 eff.) Dmg.mod +6% arcane +6% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +7% blight +8% darkness +3% mind ---------- misc Light +4 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 13 blight damage or heals 19 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Gunintir'1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +15% mind +9% cold Blind- +20% Poison- +10% Confus- +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +44.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 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 6 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 233/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blizzardkiss [power 170] (12/13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +1% Crit.mult +20.00% S.pwr/crit +6 Res.pen +10% cold ----- def ----- Resists +9% blight ---------- misc Vim/s.crit +2.00 Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Carrionbiter [power 2] (12/22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire +12% temporal Res.pen +10% temporal Melee Ret 2 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (12/22 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of clear mind [power 2] (12/22 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 122] (12/13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (12/22 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 101 Armor: 0 All Resist: 7 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing elm wand of conjuration [power 105] (12/13 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 cold damage Puts all charms on 13 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. |
supercharged elm wand of conjuration [power 125] (12/17 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 125 fire damage Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Ghee the Cornac Archer level 24
3rd Pyre 123rd year of Ascendancy at 16:02 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ghee the Cornac Archer level 16
68th Haze 122nd year of Ascendancy at 02:48 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Ghee the Cornac Archer level 21
69th Regrowth 123rd year of Ascendancy at 21:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ghee the Cornac Archer level 20
3rd Allure 123rd year of Ascendancy at 03:04 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ghee the Cornac Archer level 27
17th Pyre 123rd year of Ascendancy at 06:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ghee the Cornac Archer level 10
1st Summertide 122nd year of Ascendancy at 03:24 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ghee the Cornac Archer level 20
2nd Allure 123rd year of Ascendancy at 23:53 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Ghee the Cornac Archer level 20
28th Regrowth 123rd year of Ascendancy at 04:15 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Ghee the Cornac Archer level 25
5th Pyre 123rd year of Ascendancy at 23:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ghee the Cornac Archer level 10
16th Haze 122nd year of Ascendancy at 00:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ghee the Cornac Archer level 10
27th Haze 122nd year of Ascendancy at 12:25 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Ghee the Cornac Archer level 19
10th Decay 122nd year of Ascendancy at 17:55 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ghee the Cornac Archer level 18
4th Decay 122nd year of Ascendancy at 11:43 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Ghee the Cornac Archer level 27
18th Pyre 123rd year of Ascendancy at 07:44 see stats
Log
Voremina the elven tempest hits Ghee for 104 lightning damage.
Wretchling's acid area effect hits Elven mage for (25 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Elven blood mage for 22 acid damage.
Wretchling's acid area effect hits Elven mage for (26 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Elven blood mage for 22 acid damage.
Ginor the elven cultist uses Lucid Shot.
Ghee uses Disengage.
Ghee shoots!
Talent Vital Shot is ready to use.
Talent Concealment is ready to use.
Ginor the elven cultist's Lucid Shot misses Ghee.
Ginor the elven cultist starts to bleed.
Ghee's Shoot hits Ginor the elven cultist for 174 physical, 9 physical, 14 temporal, 11 fire, 6 temporal, 4 fire (218 total damage).
Ghee shrugs off Ginor the elven cultist's 'Harassed'!
Thunderstorm hits Ghee for 19 lightning damage.
Bleeding from Ghee hits Ginor the elven cultist for 10 physical damage.
Mechanical Arms hits Ghee for 31 mind damage.
Elven blood mage casts Blood Spray.
Ghee is afflicted by a rotting disease!
Ginor the elven cultist is afflicted by a rotting disease!
Elven blood mage hits Ginor the elven cultist for 94 blight damage.
Elven blood mage hits Ghee for 135 blight damage.
Wretchling's acid area effect hits Elven mage for (25 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Elven blood mage for 22 acid damage.
Wretchling's acid area effect hits Elven mage for (26 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Elven blood mage for 22 acid damage.
Ginor the elven cultist shoots!
























































































































