Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 29 / 26% |
Size | medium |
Lifes / Deaths | Killed by Aerugama the sandworm destroyer at level 17 on the 16th Dusk 122nd year of Ascendancy at 20:27 / 2Killed by Ce'Nyrin the minotaur at level 29 on the 27th Regrowth 123rd year of Ascendancy at 18:53 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 67 (base 58) |
Constitution | 24 (base 10) |
Magic | 11 (base 11) |
Willpower | 20 (base 10) |
Cunning | 76 (base 57) |
Resources
Life | -25/652 |
Stamina | 149/209 |
Equilibrium | 0 |
Healing Factor | 1.3172674059366 |
Regeneration | 83.659741099171 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 83.932395316068 |
See Invisible | 83.932395316068 |
Offense: Mainhand
Damage | 84 |
Accuracy | 69 |
Crit Chance | 40% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 63 |
Accuracy | 69 |
Crit Chance | 40% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Nature | +59% |
Darkness | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Mind | +25% |
Fire | +20% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 20 (66.907551546746%) |
Defense | 67 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 35 |
Mental Save | 40 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 24%( 70%) |
All | + 4%( 70%) |
Darkness | + 10%( 70%) |
Lightning | + 10%( 70%) |
Mind | + 10%( 70%) |
Fire | + 24%( 70%) |
Nature | + 69%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Silence Resistance | 10% |
Confusion Resistance | 10% |
Stun Resistance | 55% |
Pinning Resistance | 10% |
Poison Resistance | 60% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 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 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 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 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.50 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Cunning / Poisons | 2.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 59.5 and stamina regeneration by 16.4. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 41%. Shadowstrike |
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 |
You failed to protect the lone alchemist from death by Emewe the snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by thief. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 73. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Anista the pair of hardened leather boots (0 def, 3 armour) Anista the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +5 Cun +6 Con dps ---------- Phys.crit +5.0% Spell.crit +2% Phys.pwr +4 (+2 eff.) S.pwr/crit +10 Apr +6 ----- def ----- Armour +3 Crit.chn- 5.00% Phys.save +12 (+6 eff.) Mind.save +18 (+6 eff.) ---------- misc Vim/s.crit +2.00 Rush: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Arudara Arudara2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +3% cold Spell.save +3 (+2 eff.) Mind.save +6 (+2 eff.) Disease- +10% Silence- +10% Pinning- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +7 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 | iron helm 'Filthkill' (0 def, 3 armour) =nature= iron helm 'Filthkill' (0 def, 3 armour) =nature=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature +6% darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | soothing elm totem of healing [power 116] (11 cooldown) soothing elm totem of healing [power 116] (11 cooldown)2.0 T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 11 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 52.89 You won the Ring of Blood trial, and this is your reward. |
On fingers | treant's steel ring of nature (+30%) treant's steel ring of nature (+30%)0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +30% nature +5% blight Poison- +10% Disease- +15% Rings make your fingers look great! |
Around neck | Ichorblood the gold amulet Ichorblood the gold amulet0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +12% nature Res.pen +10% light Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +18% nature Mind.save +11 (+4 eff.) Confus- +10% ---------- misc Light +2 Amulets make your neck look great! |
In main hand | Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | Brightdash the hardened leather belt Brightdash the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind Res.pen +25% mind +20% fire ----- def ----- Resists +7% acid +21% fire +13% cold +6% mind +6% lightning Phys.save +8 (+4 eff.) A belt that goes around your waist. |
In off hand | Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Cloak | Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +38 (+14 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 85; cd 11) healing infusion (heal 85; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 185; cd 10) healing infusion of the duelist (heal 185; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 176; cd 15) healing infusion of the duelist (heal 176; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 21%; mental, physical; dur 3; cd 10) wild infusion of the psychic (res 21%; mental, physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 20; cd 18) blink rune (range 5; phase 20; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 284 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Splendourraider the gold amulet Splendourraider the gold amulet0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Cun +6 Mag dps ---------- Crit.mult +13.00% Spell.pwr +8 (+4 eff.) Dmg.mod +7% blight +8% fire +6% nature +18% light ---------- misc See.Invis +12 Amulets make your neck look great! |
cleansing gold amulet of cunning (+4) cleansing gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Cun ----- def ----- Resists +12% nature +16% blight Poison- +28% Disease- +26% Amulets make your neck look great! |
copper amulet of strength (+3) copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
restful gold amulet of the eclipse restful gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 5 light 7 darkness Dmg.mod +7% light +5% darkness On Melee Ret: * 7% chance to reduce damage dealt by 21% * 7% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
starseer's steel amulet starseer's steel amulet0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +6% darkness +4% temporal +5% light +5% physical Amulets make your neck look great! |
Frostgrinder the copper ring Frostgrinder the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Fatigue -5% Resists +3% cold ---------- misc Max.enc +21 Rings make your fingers look great! |
Khelirak the copper ring Khelirak the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +11 Str +4 Dex +5 Cun dps ---------- Res.pen +20% arcane Acc +8 (+2 eff.) Rings make your fingers look great! |
Samiziladar the steel ring Samiziladar the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Mind.pwr +25 (+8 eff.) Dmg.mod +13% fire Melee Ret 6 mind ----- def ----- Resists +26% fire ---------- misc Psi/ret +0.20 Rings make your fingers look great! |
copper ring 'Berudir' copper ring 'Berudir'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+6 eff.) Dmg.mod +15% acid ----- def ----- Resists +3% mind Max.HP +24.00 Disarm- +22% Pinning- +21% Knockbk- +20% ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
copper ring of perseverance =freeze imm= copper ring of perseverance =freeze imm=0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
copper ring of the mountain (+11%) copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Rings make your fingers look great! |
gladiator's steel ring of pilfering gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold amethyst ring gold amethyst ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +7 (+2 eff.) Rings make your fingers look great! |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
mule's copper ring of nature (+22%) mule's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +22% nature ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's steel ring of clarity psionicist's steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +12 (+4 eff.) Confus- +20% Rings make your fingers look great! |
psionicist's steel ring of nature (+24%) psionicist's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Mind.save +6 (+2 eff.) Rings make your fingers look great! |
sneakthief's steel ring sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +5 (+2 eff.) Rings make your fingers look great! |
stralite garnet ring stralite garnet ring0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Acc +9 (+3 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ring titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
titan's gold ring of power titan's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
titan's steel ring of tenacity titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +24.00 Disarm- +22% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
treant's copper ring treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Poison- +12% Disease- +11% Rings make your fingers look great! |
warrior's gold ring of lightning (+24%) warrior's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +6 Resists +24% lightning Rings make your fingers look great! |
warrior's gold ring of power warrior's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Armour +8 Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc 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 opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 49.83 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Xulaith the dwarven-steel dagger (18-23 power, 7 apr) Xulaith the dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +15 acid +12 nature While equipped: Stats +3 Str +2 Wil dps ---------- Phys.crit +2.0% Res.pen +8% acid +10% nature Apr +8 ----- def ----- Armour +2 Resists +3% physical ---------- misc Stam/turn +1.00 Infravis +1 Sharp, short and deadly. |
arcing iron dagger of daylight (11-14 power, 5 apr) arcing iron dagger of daylight (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +6% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
balanced iron dagger of erosion (10-14 power, 5 apr) balanced iron dagger of erosion (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
balanced blue-steel trident of massacre (28-46 power, 8 apr) balanced blue-steel trident of massacre (28-46 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Master Power 28.5 - 45.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +31% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's dwarven-steel waraxe of massacre (26-36 power, 4 apr) plaguebringer's dwarven-steel waraxe of massacre (26-36 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +22% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Nyraleg the Icebearer Nyraleg the Icebearer1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% cold +9% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Resists +9% cold Def/telep +5 Res/telep +5% Dur/telep +5% Create a temporary shield that absorbs 239 damage Puts all charms on 21 cooldown A belt that goes around your waist. |
hardened leather belt 'Chargeswift' hardened leather belt 'Chargeswift'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% light Melee Ret 6 lightning ----- def ----- Resists +15% nature +6% lightning Max.HP +36.00 A belt that goes around your waist. |
Dazzlegash the linen cloak (1 def, 0 armour) Dazzlegash the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Cun +2 Con dps ---------- Dmg.mod +3% light ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Shadowclamor' (2 def, 0 armour) cashmere cloak 'Shadowclamor' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Defense +2 (+1 eff.) Resists +14% blight +14% nature +12% light Crit.chn- 10.00% Die.at -80.00 life HP.reg +7.00 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Alenarimnir (0 def, 4 armour) Alenarimnir (0 def, 4 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +7% acid +15% temporal +5% fire +6% cold +8% arcane +25% physical Res.pen +5% temporal +7% physical ----- def ----- Armour +4 Resists +15% acid +10% physical +3% light +12% cold +11% fire +9% all Anom.red +10 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +16.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anylen the Healborn (3 def, 4 armour) =nature= Anylen the Healborn (3 def, 4 armour) =nature=2.0 T3 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +6% darkness Res.pen +20% nature Melee Ret 2 nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +6% darkness +11% all Phys.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of frost (+13%) (0 def, 0 armour) dreamer's cashmere robe of frost (+13%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +13% darkness +18% cold +13% mind +11% all Phys.save +11 (+5 eff.) Spell.save +13 (+6 eff.) Mind.save +25 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of nature (+16%) (0 def, 0 armour) =nature= woollen robe of nature (+16%) (0 def, 0 armour) =nature=2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ragivon (0 def, 7 armour) Ragivon (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +4 Dex +8 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +7 Resists +12% mind Spell.save +3 (+2 eff.) Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +2.00 Size +1 A pair of boots made of leather. |
Urthefang the Ebonykiss (0 def, 1 armour) Urthefang the Ebonykiss (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 21% * 10% chance to reduce armor by 11% ----- def ----- Armour +1 Resists +9% lightning Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) A pair of boots made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 11 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 52.18 to 156.55 lightning damage (104.37 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Olikalthogadan (20 def, 3 armour) =water= Olikalthogadan (20 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +5% Resists +6% blight +7% cold Heal.mod +5% Poison- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wildsweep (1 def, 0 armour) Wildsweep (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% nature +15% fire Melee Ret 4 nature 4 fire ----- def ----- Defense +1 (+1 eff.) Shield.pwr +6% HP.reg +1.90 A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat of the mind (+8%) (2 def, 0 armour) cleansing cashmere wizard hat of the mind (+8%) (2 def, 0 armour)2.0 T3 head armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +13% mind ----- def ----- Defense +2 (+1 eff.) Resists +8% blight +13% mind +10% nature A pointy cloth hat, very wizardly... |
Boltwrack the cured leather armour (6 def, 4 armour) =lightning= Boltwrack the cured leather armour (6 def, 4 armour) =lightning=9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% cold Res.pen +10% lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% lightning +18% cold +6% darkness A suit of armour made of leather. |
steel plate armour 'Abyssqueller' (0 def, 9 armour) steel plate armour 'Abyssqueller' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire +18% temporal ----- def ----- Armour +9 Fatigue +22% Resists +20% lightning Crit.chn- 15.00% Phys.save +9 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life A suit of armour made of metal plates. |
15 agate 15 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
363 alchemist agate 363 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine 11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glikira the Duathelfurnace (dig speed 36 turns) =nature= Glikira the Duathelfurnace (dig speed 36 turns) =nature=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Cun +1 Str dps ---------- Crit.mult +15.00% Dmg.mod +6% nature Res.pen +5% mind On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +11% nature ---------- misc Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bethivea [power 176] (11 cooldown) Bethivea [power 176] (11 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +9% darkness Max.HP +40.00 Sting an enemy dealing 280 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lord Mantis the Cornac Rogue level 22
39th Dusk 122nd year of Ascendancy at 04:58 see stats
By Lord Mantis the Cornac Rogue level 17
16th Dusk 122nd year of Ascendancy at 16:58 see stats
By Lord Mantis the Cornac Rogue level 20
25th Dusk 122nd year of Ascendancy at 04:26 see stats
By Lord Mantis the Cornac Rogue level 23
49th Dusk 122nd year of Ascendancy at 00:40 see stats
By Lord Mantis the Cornac Rogue level 28
14th Regrowth 123rd year of Ascendancy at 08:49 see stats
By Lord Mantis the Cornac Rogue level 22
29th Dusk 122nd year of Ascendancy at 19:14 see stats
By Lord Mantis the Cornac Rogue level 10
10th Mirth 122nd year of Ascendancy at 00:22 see stats
By Lord Mantis the Cornac Rogue level 20
23rd Dusk 122nd year of Ascendancy at 13:17 see stats
By Lord Mantis the Cornac Rogue level 25
42nd Haze 122nd year of Ascendancy at 21:37 see stats
By Lord Mantis the Cornac Rogue level 28
14th Regrowth 123rd year of Ascendancy at 15:21 see stats
By Lord Mantis the Cornac Rogue level 21
28th Dusk 122nd year of Ascendancy at 04:48 see stats
By Lord Mantis the Cornac Rogue level 10
10th Mirth 122nd year of Ascendancy at 00:23 see stats
By Lord Mantis the Cornac Rogue level 24
53rd Dusk 122nd year of Ascendancy at 05:56 see stats
By Lord Mantis the Cornac Rogue level 13
8th Flare 122nd year of Ascendancy at 06:03 see stats
By Lord Mantis the Cornac Rogue level 25
74th Dusk 122nd year of Ascendancy at 11:16 see stats
By Lord Mantis the Cornac Rogue level 21
26th Dusk 122nd year of Ascendancy at 04:24 see stats
By Lord Mantis the Cornac Rogue level 17
16th Dusk 122nd year of Ascendancy at 20:27 see stats
Log
Ce'Nyrin the minotaur casts Warp Mine Toward.
You notice a trap (Ce'Nyrin the minotaur's warp mine: toward)!
You notice a trap (Ce'Nyrin the minotaur's warp mine: toward)!
You notice a trap (Ce'Nyrin the minotaur's warp mine: toward)!
You notice a trap (Ce'Nyrin the minotaur's warp mine: toward)!
Ce'Nyrin the minotaur converts damage to paradox!
Bleeding from Lord Mantis hits Ce'Nyrin the minotaur for (36 converted), 85 physical (85 total damage).
Deadly Poison from Lord Mantis hits Ce'Nyrin the minotaur for (51 converted), 119 nature (119 total damage).
Poison from Lord Mantis hits Ce'Nyrin the minotaur for (31 converted), 73 nature (73 total damage).
Bloodcaller hits Lord Mantis for 4 healing, 3 healing, 2 healing (0 total damage) [9 healing].
Lord Mantis's Throwing Knife performs a melee critical strike against Ce'Nyrin the minotaur!
Poison bursts out of Ce'Nyrin the minotaur's corpse!
You collect a new ingredient: minotaur nose (1).
Ce'Nyrin the minotaur converts damage to paradox!
Lord Mantis's Throwing Knife hits Ce'Nyrin the minotaur for (62 converted), 145 physical (145 total damage).
Lord Mantis receives 5 healing from Bloodcaller.
Lord Mantis's Throwing Knife killed Ce'Nyrin the minotaur!
Lord Mantis is no longer anchored.
Lord Mantis triggers a trap (Ce'Nyrin the minotaur's warp mine: toward)!
Lord Mantis reacts to damage from Ce'Nyrin the minotaur's warp mine: toward, mitigating the blow!.
Lord Mantis's mind surges with critical power!
Lord Mantis attunes to the damage.
Ce'Nyrin the minotaur's warp mine: toward hits Lord Mantis for (44 reacted , -4 stam), 116 temporal, 109 physical (225 total damage).
Lord Mantis is anchored.
Lord Mantis reacts to damage from Ce'Nyrin the minotaur's spatial tether, mitigating the blow!.
Lord Mantis is recovering from the damage!
Ce'Nyrin the minotaur hits Lord Mantis for 105 temporal, 98 physical (203 total damage).
Ce'Nyrin the minotaur's spatial tether hits Lord Mantis for (34 reacted , -4 stam), 89 temporal, 115 physical (204 total damage).
Lord Mantis the level 29 cornac rogue was stabbed to death by Ce'Nyrin the minotaur on level 2 of Zaneharagas.