Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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>. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. 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. Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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. 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Auto Loot Transmo 1.7.4Allows the game to auto transmo loots based on item types and some more advanced options. Press Ctrl + Alt + T to config. Schematics will never be picked up. It'll either be used immediately to unlock the tinker, or be destroyed if the player has already learned it. 0.0.0 - All functions have been tested separately. However considering the complexity of this addon, real-play tests are necessary. 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 | Male |
Race | Halfling |
Class | Arcane Blade |
Level / Exp | 24 / 57% |
Size | small |
Lifes / Deaths | Killed by Aurodbod the krog at level 24 on the 4th Haze 122nd year of Ascendancy at 01:09 / 1 |
Primary Stats
Strength | 46 (base 28) |
Dexterity | 22 (base 10) |
Constitution | 28 (base 10) |
Magic | 82 (base 54) |
Willpower | 21 (base 10) |
Cunning | 47 (base 32) |
Resources
Life | -221/952 |
Mana | 193/293 |
Stamina | 176/216 |
Positive | 99/119 |
Healing Factor | 1.3956298990389 |
Regeneration | 11.513946667071 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 37.679862542722 |
See Invisible | 39.679862542722 |
Offense: Mainhand
Damage | 45 |
Accuracy | 41 |
Crit Chance | 21% |
APR | 10 |
Speed | 0.90 |
Offense: Offhand
Damage | 14 |
Accuracy | 41 |
Crit Chance | 18% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +3% |
Cold | +13% |
All | 0% |
Lightning | +45% |
Temporal | +8% |
Physical | +26% |
Darkness | +12% |
Fire | +6% |
Nature | +6% |
Offense: Damage Penetration
Darkness | +10% |
Lightning | +20% |
Fire | +15% |
Cold | +5% |
Defense: Base
Armour (hardiness) | 19 (51.69962066283%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 29 |
Mental Save | 36 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 17%( 70%) |
Physical | + 19%( 70%) |
Cold | + 31%( 70%) |
All | + 9%( 70%) |
Lightning | + 38%( 70%) |
Temporal | + 20%( 70%) |
Fire | + 22%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Disarm Resistance | 20% |
Bleed Resistance | 60% |
Confusion Resistance | 23% |
Knockback Resistance | 10% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (4/4)
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 physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 680% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous 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 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)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 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * 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. | 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 mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. 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 minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Blazesmash the pair of hardened leather boots, wanderer, miner, reinforced (0 def, 13 armour) Blazesmash the pair of hardened leather boots, wanderer, miner, reinforced (0 def, 13 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Con offense ------ When Hit 4 temporal defense ------ Armor +13 Resistance +7% acid +9% temporal +9% cold +8% fire +8% lightning Physical save +12 (+5 eff.) Mind save +15 (+6 eff.) other ------- Infravision +3 A pair of boots made of leather. |
Light source | Isledavena, health Isledavena, health2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex defense ------ Physical save +6 (+3 eff.) Life +42.00 other ------- Max stamina +20.00 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 | linen wizard hat 'Zerirak', mountain (1 def, 0 armour) linen wizard hat 'Zerirak', mountain (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) defense ------ Defense +1 (+0 eff.) Resistance +11% physical Spell save +3 (+2 eff.) Life +100.00 Life Regen +4.00 Disarm Resist +20% other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
On hands | Duatheltaint, heroic (0 def, 6 armour) =2 cun 6 wil= Duatheltaint, heroic (0 def, 6 armour) =2 cun 6 wil=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Cun +6 Wil defense ------ Armor +6 Mind save +7 (+3 eff.) Life +51.00 Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | extending elm wand of lightning storm [power 116] (34/15 cooldown) extending elm wand of lightning storm [power 116] (34/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 33 lightning damage and will be dazed for 1 turn (168 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Betadhelaith the steel ring, perseverance, clarity, sensing Betadhelaith the steel ring, perseverance, clarity, sensing0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Spell Crit +4% defense ------ Mind save +6 (+3 eff.) Life Regen +2.00 Blind Resist +23% Confus Resist +23% Stun Resist +22% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
On fingers | Belethra the Sulfuroath, gladiator =10 con= Belethra the Sulfuroath, gladiator =10 con=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +6 Str +4 Mag +10 Con offense ------ Physical Power +6 (+2 eff.) Damage +3% lightning Rings make your fingers look great! |
Around neck | Cloudrage the steel amulet, healing Cloudrage the steel amulet, healing0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +21% lightning Ignore resists +10% lightning defense ------ Resistance +6% fire Healmod +15% Cut Resist +60% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Sword of Potential Futures (45 - 63 damage, 10 apr) Sword of Potential Futures (45 - 63 damage, 10 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Dex 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Around waist | Blastquarry the rough leather belt, blurring Blastquarry the rough leather belt, blurring1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore resists +10% lightning defense ------ Defense +10 (+3 eff.) Resistance +6% cold Stealth +7 Unlife -80.00 life Pinning Resist +10% Knockbk Resist +10% A belt that goes around your waist. |
In off hand | Adisenne the Darkvortex, rage (28 - 36 damage, 6 apr) Adisenne the Darkvortex, rage (28 - 36 damage, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +4 darkness On-Hit, radius 1 +4 darkness While equipped: Stats +3 Str +1 Dex +4 Mag +3 Con offense ------ Accuracy +8 (+3 eff.) Sharp, short and deadly. |
Cloak | Sewernaught the linen cloak, enveloping (7 def, 0 armour) Sewernaught the linen cloak, enveloping (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +15.00% defense ------ Defense +7 (+2 eff.) Resistance +6% nature +3% temporal Crit Resistance 5.00% Physical save +6 (+3 eff.) Life +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Fogpassion the woollen robe, life, lightning, storm (0 def, 0 armour) Fogpassion the woollen robe, life, lightning, storm (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +4 Str +8 Mag +5 Wil +1 Con offense ------ Damage +21% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +24% lightning +9% cold +9% blight +9% all Crit Resistance 10.00% Life +48.00 Life Regen +2.00 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the wizard (res 34%; mental; dur 3; cd 10) wild infusion of the wizard (res 34%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 35%; magical; dur 4; cd 10) wild infusion of the wizard (res 35%; magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 115; cd 12) shatter afflictions rune of the wizard (absorb 115; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 252; dur 4; cd 16) shielding rune of the duelist (absorb 252; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 252 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. |
Elenyhir the Radiancerace, clarifying Elenyhir the Radiancerace, clarifying0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +6% acid +6% fire +11% mind Confus Resist +22% Amulets make your neck look great! |
Freezekarma, starlit Freezekarma, starlit0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Mag +2 Cun defense ------ Resistance +11% light +17% darkness Blind Resist +22% Amulets make your neck look great! |
Dagydedir the steel amulet, dexterity =5 dex 3 con= Dagydedir the steel amulet, dexterity =5 dex 3 con=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Con defense ------ Armor +14 other ------- Infravision +2 Amulets make your neck look great! |
steel amulet 'Brandnull', strength, mastery, vision =4 str= steel amulet 'Brandnull', strength, mastery, vision =4 str=0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str defense ------ Resistance +3% lightning +5% arcane +6% darkness Blind Resist +12% other ------- Infravision +4 Sight +2 See Invisibility +7 Masteries +0.14 Celestial/Chants Amulets make your neck look great! |
clarifying gold amulet of willpower (+3) clarifying gold amulet of willpower (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% mind Confus Resist +25% Amulets make your neck look great! |
Coalimmortal the copper ring, marksman =3 dex= Coalimmortal the copper ring, marksman =3 dex=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +4 Defense +5 (+1 eff.) Disease Resist +10% Silence Resist +10% Knockbk Resist +20% Rings make your fingers look great! |
psionicist's copper ring =3 wil= psionicist's copper ring =3 wil=0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
Nightsong =6 cun= Nightsong =6 cun=0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+5 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Purebait, warrior, mule Purebait, warrior, mule0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +2 Dex offense ------ On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Armor +12 Fatigue -5% other ------- Encumbrance +25 Infravision +2 See Invisibility +9 Rings make your fingers look great! |
Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption =6 con 4 wil= Vargh Redemption =6 con 4 wil=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.41 cold and 12.72 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Beyromidan the Galeripper, misery Beyromidan the Galeripper, misery0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun offense ------ On-Hit 16 physical On-Ranged-Hit 8 physical Damage +6% lightning When Hit 6 cold On-Hit (Melee): * 15% chance to reduce all saves and defense by 23 * 20% chance to reduce damage dealt by 19% On-Hit (Ranged): * 16% chance to reduce all saves and defense by 23 defense ------ Resistance +12% lightning +3% cold +9% darkness Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
solipsist's gold ring of light (+22%) solipsist's gold ring of light (+22%)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Resistance +22% light Rings make your fingers look great! |
short ash starstaff of illumination (40 - 48 damage, 3 apr, temporal element) short ash starstaff of illumination (40 - 48 damage, 3 apr, temporal element)5.0 Encumbrance T2 staff 1H weapon [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) other ------- Light +3 Talents +1 Command Staff This staff offers 15% bonus to temporal damage. (included above) Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 105.09 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Chamichak', ruin, evisc, phase (37 - 52 damage, 19 apr) =5 con= dwarven-steel waraxe 'Chamichak', ruin, evisc, phase (37 - 52 damage, 19 apr) =5 con=3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +4.5% Attack Speed 100% Ignore Shields +13% On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Mag +5 Con offense ------ Critical power +10.00% Physical Power +5 (+2 eff.) other ------- Infravision +2 One-handed war axes. |
Kindlelash the iron dagger, erosion (26 - 34 damage, 5 apr) =1 cun 4 dex= Kindlelash the iron dagger, erosion (26 - 34 damage, 5 apr) =1 cun 4 dex=1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 9.0 - 11.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On-crit, radius 2 +4 fire While equipped: Stats +1 Cun +4 Dex other ------- See Invisibility +3 Sharp, short and deadly. |
creative vined mindstar of storms (19 - 21 damage, 18 apr, nature damage) =stats= creative vined mindstar of storms (19 - 21 damage, 18 apr, nature damage) =stats=3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +3 Dex +3 Mag +2 Wil +4 Cun +2 Con offense ------ Critical power +5.00% On-Hit 7 lightning Damage +6% lightning Ignore resists +6% lightning defense ------ Resistance +6% lightning other ------- 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 of resolve (20 - 22 damage, 18 apr, nature damage) =5 wil= vined mindstar of resolve (20 - 22 damage, 18 apr, nature damage) =5 wil=3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Wil defense ------ Spell save +3 (+2 eff.) other ------- 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. |
Blindstreak the thorny mindstar, wrath (22 - 24 damage, 24 apr, mind damage) =4 dex 9 wil= Blindstreak the thorny mindstar, wrath (22 - 24 damage, 24 apr, mind damage) =4 dex 9 wil=3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Dex +9 Wil defense ------ Resistance +6% light Life Regen +4.00 Knockbk Resist +20% other ------- 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. |
Charged Focus (23 - 26 damage, 24 apr, lightning damage) Charged Focus (23 - 26 damage, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+4 eff.) other ------- Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Salona, piercing, ranger, enhanced =stats= Salona, piercing, ranger, enhanced =stats=4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +8 Str +7 Dex +8 Mag +5 Wil +11 Cun +6 Con offense ------ Ignore resists +9% all Accuracy +12 (+4 eff.) defense ------ Mind save +3 (+1 eff.) Longbows are used to shoot arrows at your foes. |
duelist's cured leather armour of clarity (10 def, 7 armour) =4 cun 4 dex= duelist's cured leather armour of clarity (10 def, 7 armour) =4 cun 4 dex=9.0 Encumbrance T2 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Dex defense ------ Armor +7 Defense +10 (+3 eff.) Fatigue +7% Resistance +6% mind Mind save +12 (+5 eff.) A suit of armour made of leather. |
Nerulragawyn the Oozeward, delving, resilience, radiant (20 def, 8 armour) Nerulragawyn the Oozeward, delving, resilience, radiant (20 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats +7 Str +3 Wil defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +31% blight +9% physical +35% darkness +3% nature Life +51.00 other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Chibers the dwarven-steel mail armour, deep, temporal res, resilience (3 def, 11 armour) =wb= Chibers the dwarven-steel mail armour, deep, temporal res, resilience (3 def, 11 armour) =wb=14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Nature While equipped: defense ------ Armor +11 Defense +3 (+1 eff.) Fatigue +12% Resistance +5% acid +8% cold +20% temporal Physical save +12 (+5 eff.) Life +26.00 other ------- Stamina/turn +1.00 Breathe water A suit of armour made of mail. |
Tarruredas the Sleettorrent, transcend =2 str= Tarruredas the Sleettorrent, transcend =2 str=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Str defense ------ Armor +2 Physical save +5 (+2 eff.) A belt that goes around your waist. |
Alehor the linen cloak, thick (1 def, 5 armour) Alehor the linen cloak, thick (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +5.00% defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +6% blight +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elewyn the Thunderradiance, protection (1 def, 0 armour) Elewyn the Thunderradiance, protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +4 Str +1 Mag +1 Con offense ------ Damage +3% lightning defense ------ Defense +1 (+0 eff.) Crit Resistance 10.00% Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emorama the Flashspike, eldoral (1 def, 4 armour) =2 dex 2 cun= Emorama the Flashspike, eldoral (1 def, 4 armour) =2 dex 2 cun=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun defense ------ Armor +4 Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinetha the Flashgash, mindcraft (2 def, 0 armour) =4 cun 4 wil= Eilinetha the Flashgash, mindcraft (2 def, 0 armour) =4 cun 4 wil=2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Defense +2 (+0 eff.) Resistance +9% temporal +5% arcane +9% darkness Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvirebeth the pair of rough leather boots, phasing (0 def, 1 armour) =3 wil 3 mag pierce= Yvirebeth the pair of rough leather boots, phasing (0 def, 1 armour) =3 wil 3 mag pierce=2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% Ignore Shields +20% defense ------ Armor +1 Spell save +18 (+9 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
pair of rough leather boots 'Zubemina', wanderer (0 def, 1 armour) =2 cun 5 con= pair of rough leather boots 'Zubemina', wanderer (0 def, 1 armour) =2 cun 5 con=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Cun +5 Con defense ------ Armor +1 Resistance +3% acid +9% cold +3% light Physical save +11 (+5 eff.) Mind save +11 (+5 eff.) other ------- Infravision +3 A pair of boots made of leather. |
Daimylarek, blood (0 def, 3 armour) =7 dex= Daimylarek, blood (0 def, 3 armour) =7 dex=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +7 Dex offense ------ Physical Power +4 (+1 eff.) When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +3 Fatigue +2% Crit Resistance 10.00% other ------- See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gilirobar the pair of iron boots, reinforced (10 def, 7 armour) =8 str= Gilirobar the pair of iron boots, reinforced (10 def, 7 armour) =8 str=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +8 Str offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +7 Defense +10 (+3 eff.) Fatigue +2% Resistance +6% acid +5% fire +5% lightning +7% cold Physical save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Berugar the rough leather gloves, juggernaut (0 def, 1 armour) =3 con= Berugar the rough leather gloves, juggernaut (0 def, 1 armour) =3 con=1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Resistance +3% mind +6% temporal Physical save +13 (+6 eff.) Spell save +3 (+2 eff.) Mind save +4 (+2 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +8 physical On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) =4 cun 4 wil= Sludgegrip (0 def, 0 armour) =4 cun 4 wil=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Ararilaith the hardened leather gloves, archer (0 def, 2 armour) =4 cun 5 dex= Ararilaith the hardened leather gloves, archer (0 def, 2 armour) =4 cun 5 dex=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Armor +2 Resistance +5% arcane +3% cold Cut Resist +20% Confus Resist +10% Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On Hit: 15% Perfect Strike level 3 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eiliniriama, stone, magic, heroic (0 def, 18 armour) =7 con= Eiliniriama, stone, magic, heroic (0 def, 18 armour) =7 con=1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Con +3 Mag offense ------ Critical power +20.00% defense ------ Armor +18 Hardiness +10% Resistance +5% physical Mind save +8 (+4 eff.) Life +57.00 Unarmed combat: Weapon Damage 20.0 - 22.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +9 arcane On-crit, radius 2 +7 arcane On Hit: 5% Stone Touch level 3 On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 165.39 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
linen wizard hat 'Nerenn', fire (1 def, 0 armour) =3 str 1 wil 3 cun= linen wizard hat 'Nerenn', fire (1 def, 0 armour) =3 str 1 wil 3 cun=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Wil +3 Cun defense ------ Defense +1 (+0 eff.) Resistance +16% fire other ------- See Invisibility +12 A pointy cloth hat, very wizardly... |
Droruidil, clarifying (1 def, 0 armour) =4 cun 3 mag phase= Droruidil, clarifying (1 def, 0 armour) =4 cun 3 mag phase=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Mag offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Lightningpierce, lightning (1 def, 0 armour) =lightning= Lightningpierce, lightning (1 def, 0 armour) =lightning=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +41% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +9% darkness A pointy cloth hat, very wizardly... |
rough leather cap 'Charlady', precog (5 def, 1 armour) =8 cun= rough leather cap 'Charlady', precog (5 def, 1 armour) =8 cun=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +8 Cun offense ------ Accuracy +5 (+2 eff.) When Hit 8 mind When Hit: * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Defense +5 (+1 eff.) Fatigue +1% A cap made of leather. |
Emawyn the Scumflash, knowledge (2 def, 0 armour) Emawyn the Scumflash, knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +5 Wil +5 Cun defense ------ Defense +2 (+0 eff.) Resistance +9% nature Crit Resistance 10.00% other ------- Infravision +1 A pointy cloth hat, very wizardly... |
Scaldmalice, lightning (2 def, 14 armour) Scaldmalice, lightning (2 def, 14 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +16% lightning defense ------ Armor +14 Defense +2 (+0 eff.) Resistance +24% lightning +6% fire Physical save +6 (+3 eff.) Stun Resist +20% A pointy cloth hat, very wizardly... |
Isloma the Bilepeal, grounding, fire, stabilize (3 def, 0 armour) Isloma the Bilepeal, grounding, fire, stabilize (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Wil defense ------ Defense +3 (+1 eff.) Resistance +10% lightning +21% temporal +6% nature +19% fire Physical save +13 (+6 eff.) A pointy cloth hat, very wizardly... |
catburglar's iron helm of might (0 def, 3 armour) =4 dex= catburglar's iron helm of might (0 def, 3 armour) =4 dex=3.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +2 Str +4 Dex +2 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +11% darkness other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of constitution (+3) (0 def, 3 armour) =3 con= grounding iron helm of constitution (+3) (0 def, 3 armour) =3 con=3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the depths (0 def, 3 armour) =wb= iron helm of the depths (0 def, 3 armour) =wb=3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +7% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Spell Crit +1% Damage +2% all Item imbue powers: Spell Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Spell Crit +2% Damage +4% all Item imbue powers: Spell Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Spell Crit +3% Damage +6% all Item imbue powers: Spell Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
336 alchemist agate 336 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. |
Coalspire the brass lantern, scorching =3 cun= Coalspire the brass lantern, scorching =3 cun=2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Cun offense ------ When Hit 10 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Resistance +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Salinne', survivor =2 con= brass lantern 'Salinne', survivor =2 con=2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con defense ------ Physical save +6 (+3 eff.) Mind save +9 (+4 eff.) Healmod +12% other ------- Light +3 Infravision +2 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. |
Chasarek the iron pickaxe, sapper (dig speed 29 turns) =2 wil 2 cun 3 con= Chasarek the iron pickaxe, sapper (dig speed 29 turns) =2 wil 2 cun 3 con=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +2 Cun +3 Con offense ------ Accuracy +3 (+1 eff.) other ------- Light +2 Infravision +3 See Invisibility +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Brenurerath the dwarven-steel pickaxe, reknor, smiths (dig speed 4 turns) Brenurerath the dwarven-steel pickaxe, reknor, smiths (dig speed 4 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +2 Str offense ------ Spellpower/crit +4 defense ------ Resistance +7% fire +7% darkness +5% arcane Spell save +3 (+2 eff.) Mind save +15 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 defense ------ Mind save +10 (+4 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 9 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. |
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. |
powerful ash totem of stinging [power 170] (34/15 cooldown) powerful ash totem of stinging [power 170] (34/15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 180 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Samychak the yew totem of stinging, piercing, stinging [power 308] (34/15 cooldown) Samychak the yew totem of stinging, piercing, stinging [power 308] (34/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +8 Wil +4 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 other ------- See Invisibility +6 Sting an enemy dealing 326 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash wand of conjuration [power 160] (34/15 cooldown) focusing ash wand of conjuration [power 160] (34/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 170 fire damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful yew wand of shielding [power 248] (34/20 cooldown) powerful yew wand of shielding [power 248] (34/20 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Sljivov the Halfling Arcane Blade level 10
1st Dusk 122nd year of Ascendancy at 14:55 see stats
By Sljivov the Halfling Arcane Blade level 22
58th Dusk 122nd year of Ascendancy at 03:45 see stats
By Sljivov the Halfling Arcane Blade level 10
8th Mirth 122nd year of Ascendancy at 23:25 see stats
By Sljivov the Halfling Arcane Blade level 20
50th Dusk 122nd year of Ascendancy at 20:56 see stats
By Sljivov the Halfling Arcane Blade level 22
64th Dusk 122nd year of Ascendancy at 14:34 see stats
By Sljivov the Halfling Arcane Blade level 6
78th Pyre 122nd year of Ascendancy at 19:11 see stats
By Sljivov the Halfling Arcane Blade level 15
29th Dusk 122nd year of Ascendancy at 15:55 see stats
By Sljivov the Halfling Arcane Blade level 22
59th Dusk 122nd year of Ascendancy at 04:10 see stats
By Sljivov the Halfling Arcane Blade level 16
37th Dusk 122nd year of Ascendancy at 23:58 see stats
Log
Talent Lightning is ready to use.
Talent Infusion: Regeneration is ready to use.
Ysarcrys the halfling steals healing from Sljivov!
Ysarcrys the halfling receives 182 healing from Healing Nexus Redirection from Ysarcrys the halfling.
Healing Nexus Redirection from Ysarcrys the halfling killed Ysarcrys the halfling!
Aurodbod the krog rushes out!
A shield forms around Sljivov.
Sljivov is dazed!
Melee retaliation hits Aurodbod the krog for (16 flat reduction), 0 light, (4 flat reduction), 0 temporal (0 total damage).
Aurodbod the krog hits Sljivov for (98 absorbed), 0 physical, (12 absorbed), 0 arcane, (3 absorbed), 0 lightning, (10 absorbed), 0 fire (0 total damage).
Sljivov uses Infusion: Regeneration.
Sljivov starts regenerating health quickly.
Aurodbod the krog throws a finishing uppercut.
Aurodbod the krog performs a melee critical strike against Sljivov!
Sljivov is not dazed anymore.
Your shield crumbles under the damage!
The shield around Sljivov crumbles.
Sljivov tries to evade attacks.
Aurodbod the krog breathes lightning!
Sljivov resists the stun!
Sljivov is stunned!
Melee retaliation hits Aurodbod the krog for (16 flat reduction), 0 light, (4 flat reduction), 0 temporal (0 total damage).
Aurodbod the krog hits Sljivov for (91 absorbed), 255 physical, 12 arcane, 3 lightning, 10 fire, 132 lightning, 9 arcane, 5 lightning (426 total damage).
Aurodbod the krog throws two quick punches.
Melee retaliation hits Aurodbod the krog for (7 flat reduction), 0 light, (2 flat reduction), 0 temporal, (7 flat reduction), 0 light, (2 flat reduction), 0 temporal (0 total damage).
Aurodbod the krog hits Sljivov for 137 physical, 12 arcane, 3 lightning, 10 fire, 145 physical (306 total damage).
Sljivov the level 24 halfling arcane blade was eviscerated to death by Aurodbod the krog on level 1 of Ambush!.