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. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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.
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. Items Vault 1.7.6Donators/Buyers bonus! 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. 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. :) 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 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. 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 | Dwarf |
Class | Wyrmic |
Level / Exp | 20 / 77% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 50 (base 40) |
Dexterity | 12 (base 10) |
Constitution | 30 (base 11) |
Magic | 20 (base 10) |
Willpower | 65 (base 48) |
Cunning | 26 (base 10) |
Resources
Life | 921/921 |
Psi | 155/155 |
Stamina | 294/294 |
Equilibrium | 8 |
Healing Factor | 1.1592147729953 |
Regeneration | 9.2394827551321 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +21.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 6 |
See Invisible | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 61 |
Accuracy | 26 |
Crit Chance | 18% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Lightning | +6% |
Light | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Light | +5% |
Nature | +10% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 34.929700905365 (50.65183292883%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 2 |
Physical Save | 49 |
Spell Save | 49 |
Mental Save | 48 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 26%( 70%) |
All | + 3%( 70%) |
Lightning | + 7%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 7%( 70%) |
Fire | + 19%( 70%) |
Mind | + 13%( 70%) |
Defense: Immunities
Silence Resistance | 26% |
Confusion Resistance | 52% |
Blind Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
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 283 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Dragon's Breath | 1.46 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Ice Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Draconic Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Acid Wyrm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Storm Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Draconic Body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Apex Predator | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Lashing Tail |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. * You've found the needed black mamba head. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | Quenchpower, insulate (0 def, 3 armour) Quenchpower, insulate (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire +1% physical +9% cold Unlife -80.00 life Life +60.00 Disease Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Light source | watchleader's brass lantern of the zealot watchleader's brass lantern of the zealot2.0 Encumbrance T1 lite [Ego++] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +6 (+2 eff.) Blind Resist +21% Confus Resist +10% other ------- Light +6 See Stealth +6 See Invisibility +5 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. 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 | Xulle the iron helm, mindcage (0 def, 3 armour) =6 con= Xulle the iron helm, mindcage (0 def, 3 armour) =6 con=3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +1 Mag +6 Con defense ------ Armor +3 Fatigue +5% Resistance +3% temporal +10% mind +5% arcane Mind save +13 (+5 eff.) Confus Resist +22% other ------- See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+2 eff.) Life +40.00 Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Str, 40% Cun, 40% Dex Ignore Armor +8 Critical Rate +6.0% Attack Speed 83% On-hit +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | Morningblack, wreckage (dig speed 31 turns) Morningblack, wreckage (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% light Ignore Armor +7 defense ------ Resistance +1% physical Physical save +12 (+4 eff.) Unlife -80.00 life other ------- Light +1 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Prismspawn, clarity Prismspawn, clarity0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Physical Crit +3.0% Damage +3% light defense ------ Defense +5 (+3 eff.) Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
On fingers | steel ring 'Shivernigh', arcana, pixie =6 cun= steel ring 'Shivernigh', arcana, pixie =6 cun=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Spellpower +26 (+4 eff.) Ignore resists +15% cold defense ------ Silence Resist +26% other ------- Mana/turn +0.10 Max mana +20.00 Rings make your fingers look great! |
Around neck | steel amulet 'Crackleshine', savior, wanderer, mastery =3 dex 3 cun 5 con= steel amulet 'Crackleshine', savior, wanderer, mastery =3 dex 3 cun 5 con=0.1 Encumbrance T2 amulet jewelry [Random Unique] Master While equipped: Stats +3 Dex +3 Cun +5 Con offense ------ Move Speed +10% Damage +6% lightning Ignore resists +10% lightning defense ------ Fatigue -4% Resistance +6% blight Physical save +12 (+4 eff.) Spell save +11 (+3 eff.) Mind save +12 (+4 eff.) Life Regen +2.00 other ------- Stamina/turn +0.50 Masteries +0.16 Wild-gift/Dragon's Breath Amulets make your neck look great! |
In main hand | Crooked Club (60 - 84 damage, 4 apr) Crooked Club (60 - 84 damage, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+6 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Socketed Gems | agate 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. |
In off hand | Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Ce'Nuriaba, spellcowled, enveloping (10 def, 0 armour) Ce'Nuriaba, spellcowled, enveloping (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +9 Wil +2 Cun defense ------ Defense +10 (+5 eff.) Physical save +7 (+2 eff.) Spell save +11 (+3 eff.) other ------- Max mana +96.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Skin of Many (12 def, 6 armour) =4 con= Skin of Many (12 def, 6 armour) =4 con=9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+5 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
wild infusion of the warrior (res 26%; physical; dur 3; cd 15) wild infusion of the warrior (res 26%; physical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
titan's copper ring of nature (+22%) =3 con= titan's copper ring of nature (+22%) =3 con=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +6 (+2 eff.) Rings make your fingers look great! |
iron waraxe 'Emoletha', enduring (48 - 67 damage, 2 apr) =6 con= iron waraxe 'Emoletha', enduring (48 - 67 damage, 2 apr) =6 con=3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 mind On Hit: * 20% chance to slow global speed by 58% While equipped: Stats +6 Con +6 Wil offense ------ Mindpower +10 (+3 eff.) Damage +3% mind defense ------ Resistance +5% arcane Life +13.00 Disease Resist +20% One-handed war axes. |
Serpent's Glare (23 - 25 damage, 15 apr, nature damage) Serpent's Glare (23 - 25 damage, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 198.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar 'Cutholeg', creative (18 - 20 damage, 12 apr, nature damage) =3 cun= mossy mindstar 'Cutholeg', creative (18 - 20 damage, 12 apr, nature damage) =3 cun=3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to reduce armor by 16% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +7.00% Mindpower +2 (+1 eff.) defense ------ Resistance +6% acid +6% nature +3% blight 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. |
Adugatta the vined mindstar, horrifying, gifted, resolve (21 - 23 damage, 18 apr, nature damage) Adugatta the vined mindstar, horrifying, gifted, resolve (21 - 23 damage, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] 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 +3 Mag +4 Wil offense ------ Mind Crit +2% Spellpower +5 (+1 eff.) Mindpower +8 (+3 eff.) On-Hit 4 mind 4 darkness Damage +3% mind +3% darkness When Hit 4 blight defense ------ Spell save +2 (+0 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. |
creative vined mindstar (22 - 24 damage, 18 apr, mind damage) =4 cun= creative vined mindstar (22 - 24 damage, 18 apr, mind damage) =4 cun=3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind 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 +4 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+1 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. |
Tidequick, temporal (0 def, 2 armour, 24 block) =2 con= Tidequick, temporal (0 def, 2 armour, 24 block) =2 con=7.0 Encumbrance T1 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con +3 Wil offense ------ Ignore resists +5% mind When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +8% Resistance +11% temporal +6% mind +3% cold other ------- Light +1 Talents +1 Block Handheld deflection devices. |
steel shield 'Torezor', earth (0 def, 10 armour, 80.5 block) =2 cun= steel shield 'Torezor', earth (0 def, 10 armour, 80.5 block) =2 cun=7.0 Encumbrance T2 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +1 Str defense ------ Armor +10 Fatigue +8% Resistance +12% blight +9% fire other ------- Talents +1 Block Handheld deflection devices. |
linen robe 'Veloyalaith', blight (0 def, 0 armour) =3 cun= linen robe 'Veloyalaith', blight (0 def, 0 armour) =3 cun=2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Damage +11% blight When Hit 2 mind defense ------ Resistance +11% blight +7% all Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Hate-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blackvein the woollen robe, life, slimy, frost (0 def, 0 armour) Blackvein the woollen robe, life, slimy, frost (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Disrupt While equipped: offense ------ Damage +14% cold Ignore resists +5% darkness When Hit: * 3% chance to slow global speed by 58% * 4 arcane resource burn defense ------ Resistance +7% blight +21% cold +12% darkness +9% all Life +45.00 Life Regen +2.20 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emydalekira the woollen robe, timebroken, alchemy, fire (0 def, 0 armour) Emydalekira the woollen robe, timebroken, alchemy, fire (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +5 Wil offense ------ Spell Crit +3% Mind Crit +2% Spellpower +4 (+1 eff.) Mindpower +5 (+2 eff.) Damage +7% acid +9% temporal +20% fire +6% cold +9% arcane +10% physical defense ------ Resistance +11% acid +11% physical +14% cold +27% fire +9% all other ------- Psi when Hit +0.04 Max mana +10.00 Max hate +4.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening steel mail armour of resilience (2 def, 6 armour) =4 cun= enlightening steel mail armour of resilience (2 def, 6 armour) =4 cun=14.0 Encumbrance T2 heavy armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +13 (+5 eff.) Life +29.00 A suit of armour made of mail. |
steel mail armour 'Silith', acid res (2 def, 6 armour) =3 con= steel mail armour 'Silith', acid res (2 def, 6 armour) =3 con=14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: Stats +1 Cun +3 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid +6% lightning other ------- Light +2 A suit of armour made of mail. |
Moldfurnace, transcend =4 dex= Moldfurnace, transcend =4 dex=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Dex offense ------ Mindpower +2 (+1 eff.) Ignore Armor +3 On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Armor +2 Physical save +6 (+2 eff.) Spell save +3 (+1 eff.) A belt that goes around your waist. |
Borohek the linen cloak, eldoral (1 def, 0 armour) =2 cun 4 con= Borohek the linen cloak, eldoral (1 def, 0 armour) =2 cun 4 con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +4 Con offense ------ Physical Crit +2.0% Critical power +5.00% Accuracy +5 (+3 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% light other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toxinkill the linen cloak, murderer (1 def, 0 armour) =2 cun 2 dex= Toxinkill the linen cloak, murderer (1 def, 0 armour) =2 cun 2 dex=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +18% nature Accuracy +3 (+2 eff.) Ignore Armor +3 When Hit 2 cold defense ------ Defense +1 (+1 eff.) Resistance +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Baloregodig, grounding (0 def, 1 armour) =5 cun= Baloregodig, grounding (0 def, 1 armour) =5 cun=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +5 Cun +2 Wil offense ------ Mindpower +5 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Resistance +6% lightning +6% temporal +3% blight A pair of boots made of leather. |
Hazesmasher the pair of rough leather boots, undeterred (0 def, 1 armour) Hazesmasher the pair of rough leather boots, undeterred (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% blight +12% cold When Hit 2 temporal defense ------ Armor +1 Resistance +18% cold Silence Resist +20% Confus Resist +21% Stun Resist +21% A pair of boots made of leather. |
Lelirin the pair of rough leather boots, restorative (0 def, 1 armour) =3 cun 1 dex= Lelirin the pair of rough leather boots, restorative (0 def, 1 armour) =3 cun 1 dex=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Cun +1 Dex offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +1 Life Regen +2.00 Healmod +11% other ------- Psi when Hit +0.16 A pair of boots made of leather. |
Xeroldaritira, miner (15 def, 7 armour) =2 con= Xeroldaritira, miner (15 def, 7 armour) =2 con=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Con defense ------ Armor +7 Defense +15 (+6 eff.) Resistance +3% blight Life Regen +2.00 other ------- Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Smolderpower', restorative (0 def, 1 armour) =3 dex= pair of rough leather boots 'Smolderpower', restorative (0 def, 1 armour) =3 dex=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Power +10 (+4 eff.) Damage +9% fire Accuracy +10 (+5 eff.) defense ------ Armor +1 Life +60.00 Life Regen +3.00 Healmod +11% A pair of boots made of leather. |
brawler's iron gauntlets (0 def, 1 armour) =3 dex 3 cun= brawler's iron gauntlets (0 def, 1 armour) =3 dex 3 cun=1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun defense ------ Armor +1 Fatigue +1% Physical save +5 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +4 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% On Hit: 10% Set Up level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Layith the Splendourlore, champion (0 def, 1 armour) =3 cun= Layith the Splendourlore, champion (0 def, 1 armour) =3 cun=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +5 Wil +3 Cun offense ------ Mindpower +5 (+2 eff.) When Hit 2 fire defense ------ Armor +1 Fatigue +1% Resistance +6% light Mind save +6 (+2 eff.) other ------- Psi when Hit +0.04 Light +1 A cap made of leather. |
Glorudhessra, strength (15 def, 3 armour) =3 cun= Glorudhessra, strength (15 def, 3 armour) =3 cun=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Str offense ------ Physical Crit +3.0% defense ------ Armor +3 Defense +15 (+6 eff.) Fatigue +5% Resistance +3% darkness Spell save +6 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Duathelspire', strength (0 def, 3 armour) =5 dex 2 con= iron helm 'Duathelspire', strength (0 def, 3 armour) =5 dex 2 con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Con offense ------ Damage +3% darkness defense ------ Armor +3 Fatigue +5% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 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. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 zircon 3 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. |
198 alchemist agate 198 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) 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 12 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. |
Blazenaught, galeforce, cleansing [power 105] (15 cooldown) Blazenaught, galeforce, cleansing [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mind Crit +2% Damage +9% arcane defense ------ Resistance +3% lightning other ------- EQ when Hit +0.20 Max psi +10.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 122] (15 cooldown) elm totem of healing [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
piercing elm totem of stinging [power 116] (15 cooldown) piercing elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Sting an enemy dealing 128 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 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Borilehell, overpower, lightning storm [power 116] (15 cooldown) Borilehell, overpower, lightning storm [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex defense ------ Defense +20 (+8 eff.) Healmod +15% Poison Resist +20% Stun Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Rhemagar the ash wand of clairvoyance, quick, clairvoyance [power 10] (15 cooldown) Rhemagar the ash wand of clairvoyance, quick, clairvoyance [power 10] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +3 Con offense ------ Critical power +20.00% Damage +12% physical Ignore Armor +3 defense ------ Resistance +1% physical Reveal the area around you, dispelling darkness (radius 10, power 45 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ancalanancalacanionius the Dwarf Wyrmic level 15
27th Profit 122nd year of Ascendancy at 14:24 see stats
By Ancalanancalacanionius the Dwarf Wyrmic level 10
3rd Profit 122nd year of Ascendancy at 08:51 see stats
By Ancalanancalacanionius the Dwarf Wyrmic level 20
7th Dearth 122nd year of Ascendancy at 16:18 see stats
By Ancalanancalacanionius the Dwarf Wyrmic level 20
7th Dearth 122nd year of Ascendancy at 19:37 see stats
By Ancalanancalacanionius the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 14:57 see stats
By Ancalanancalacanionius the Dwarf Wyrmic level 9
30th Voratun 122nd year of Ascendancy at 18:14 see stats
By Ancalanancalacanionius the Dwarf Wyrmic level 9
1st Acquisition 122nd year of Ascendancy at 16:38 see stats
By Ancalanancalacanionius the Dwarf Wyrmic level 18
12nd Wealth 122nd year of Ascendancy at 11:36 see stats
Log
Rested for 41 turns (stop reason: all resources and life at maximum).
Ran for 57 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
You gain 13.08 gold from the transmogrification of Shimmerwilter the steel mace, hateful, truestriking, enduring (48 - 67 damage, 3 apr).
You gain 9.47 gold from the transmogrification of Cloudvalor, massacre, erosion, evisc (74 - 112 damage, 2 apr).
You gain 7.91 gold from the transmogrification of Runurain the Glintwish, blurring.
You gain 3.50 gold from the transmogrification of Sludgegrip (0 def, 0 armour).
You gain 0.62 gold from the transmogrification of miner's iron pickaxe (dig speed 28 turns).
You gain 13.94 gold from the transmogrification of Splendourtitan, cinder (0 def, 2 armour).
You gain 1.10 gold from the transmogrification of linen cloak of Eldoral (1 def, 0 armour).
You gain 8.47 gold from the transmogrification of Turiruista the Flamepain, mountain (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of steel shield (0 def, 4 armour, 40 block).
You gain 1.33 gold from the transmogrification of flaming pouch of steel shots of accuracy (16/16, 23 - 27 damage, 2 apr).
You gain 10.64 gold from the transmogrification of Nimbussever, tundral (19/19, 21 - 25 damage, 1 apr).
You gain 0.50 gold from the transmogrification of steel dagger (22 - 29 damage, 6 apr).
You gain 3.70 gold from the transmogrification of hateful steel dagger of persecution (22 - 29 damage, 6 apr).
You gain 0.50 gold from the transmogrification of steel waraxe (47 - 66 damage, 3 apr).
You gain 3.35 gold from the transmogrification of short ash vilestaff of fate (19 - 22 damage, 3 apr, acid element).
You gain 14.09 gold from the transmogrification of ash starstaff 'Alusin', cruel (19 - 22 damage, 3 apr, temporal element).
You gain 12.50 gold from the transmogrification of Mardydar the Scumsmasher, cruel (19 - 22 damage, 3 apr, fire element).
You gain 17.63 gold from the transmogrification of Gleamkiller the elm starstaff, cruel (17 - 20 damage, 2 apr, darkness element).
You gain 15.36 gold from the transmogrification of Emeludhena the elm starstaff, illumination (17 - 20 damage, 2 apr, darkness element).
You gain 0.56 gold from the transmogrification of shatter afflictions rune (absorb 22; cd 21).