











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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 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 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 27 / 62% |
| Size | big |
| Lifes / Deaths | Killed by bul at level 24 on the 57th Haze 122nd year of Ascendancy at 20:57 / 2Killed by champion of Urh'Rok at level 27 on the 1st Decay 122nd year of Ascendancy at 23:36 |
Primary Stats
| Strength | 112 (base 36) |
| Dexterity | 23 (base 18) |
| Constitution | 60 (base 54) |
| Magic | 10 (base 10) |
| Willpower | 44 (base 22) |
| Cunning | 16 (base 10) |
Resources
| Mana | 306/426 |
| Equilibrium | 1807 |
| Vim | 164/204 |
| Life | -100/1026 |
| Stamina | 170/263 |
| Healing Factor | 1.7400507772247 |
| Regeneration | 30.035532949526 |
Speed
| Mental | +1.5543122344752E-13% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 25.815289237657 |
| See Invisible | 29.815289237657 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 53 |
| Crit Chance | 11% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +8% |
| Blight | +6% |
| Physical | +32% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 71.723073231957 (100%) |
| Defense | 40 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 35 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 22%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 23%( 70%) |
| Lightning | + 38%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Bleed Resistance | 20% |
| Blind Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 cold, 4 physical, 4 darkness, 3 temporal |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * 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: 148. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed hummerhorn wing. * You've found the needed vial of fire wyrm saliva. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * You've found the needed snow giant kidney. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | [vs. pair of iron boots 'Ce'Nuyawe' (5 def, 5 armour) (On feet)]pair of iron boots 'Ce'Nuyawe' (5 def, 5 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3(-) Str +3(-) Con ----- def ----- Armour +5 (-) Defense +5 (+2 eff.) (-) Fatigue +2% (-) Resists +9%(-) lightning +9%(-) mind Mind.save +3 (+1 eff.) (-) ---------- misc Max.hate +6.00 (-) Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15(-) Lite Light Burst (radius 1) Dmg.mod +10%(-) light ----- def ----- Resists +30%(-) light Heal.mod +10% (-) ---------- misc Light +5 (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) (On head)]dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +7(-) Str +3(-) Dex +4(-) Wil +5(-) Cun +3(-) Con dps ---------- Phys.pwr +8 (+2 eff.) (-) Dmg.mod +9%(-) mind ----- def ----- Armour +4 (-) Fatigue +4% (-) Resists +5%(-) cold +7%(-) physical Phys.save +9 (+3 eff.) (-) Mind.save +18 (+9 eff.) (-) ---------- misc Max.psi +20.00 (-) Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. dwarven-steel gauntlets 'Brenugar' (0 def, 2 armour) (On hands)]dwarven-steel gauntlets 'Brenugar' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4(-) Str dps ---------- Phys.crit +2.0% (-) Phys.pwr +9 (+2 eff.) (-) Mind.pwr +25 (+11 eff.) (-) Res.pen +10%(-) mind Acc +10 (+3 eff.) (-) ----- def ----- Armour +2 (-) Fatigue +3% (-) ---------- misc Stam/turn +2.00 (-) Equi/ret +0.16 (-) Hate/m.crit +3.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Belewyn the yew wand of shielding [power 230] (20 cooldown) (Tool)]Belewyn the yew wand of shielding [power 230] (20 cooldown) 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2(-) Str +4(-) Wil dps ---------- Apr +2 (-) ----- def ----- Armour +16 (-) ---------- misc Psi/ret +0.08 (-) Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. steel ring 'Xanamira' (On fingers, 1 of 2)]steel ring 'Xanamira' 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.pwr +5 (+2 eff.) (-) ----- def ----- Defense +20 (+9 eff.) (-) Max.HP +40.00 (-) HP.reg +4.00 (-) Blind- +23% (-) Cut- +20% (-) Knockbk- +20% (-) ---------- misc Infravis +4 (-) See.Stealth +7 (-) See.Invis +11 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. steel ring 'Xanamira' (On fingers, 1 of 2)]Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) Dmg.mod +8% nature +8% physical ----- def ----- Defense +0 (+0 eff.) (-20 (-9 eff.)) Resists +10% nature Phys.save +8 (+3 eff.) Max.HP +0.00 (-40.00) HP.reg +3.00 (-1.00) Heal.mod +20% Blind- +0% (-23%) Cut- +0% (-20%) Knockbk- +0% (-20%) ---------- misc Infravis +0 (-4) See.Stealth +0 (-7) See.Invis +0 (-11) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| Around neck | [vs. Earthen Beads (Around neck)]Earthen Beads 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5(-) Wil dps ---------- Mind.pwr +5 (+2 eff.) (-) ----- def ----- Affinity +15%(-) nature HP.reg +2.00 (-) Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 10/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 240 (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. |
| In main hand | [vs. steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) (In main hand, 1 of 2)]steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 (-) Crit +4.0% (-) Atk.spd 100% (-) On Crit.r2 +16(-) light While equipped: Stats +2(-) Dex dps ---------- Dmg.mod +24%(-) physical Acc +8 (+2 eff.) (-) Melee Ret 4(-) physical ----- def ----- Defense +6 (+2 eff.) (-) Resists +6%(-) darkness Disarm- +26% (-) One-handed war axes. Tap to cycle through comparison choices |
| Around waist | [vs. Xerith (Around waist)]Xerith 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1(-) Cun +4(-) Str dps ---------- Phys.pwr +25 (+6 eff.) (-) ----- def ----- Resists +3%(-) darkness Max.HP +33.00 (-) A belt that goes around your waist. |
| In off hand | [vs. Titanic (20 def, 18 armour, 48-58 power, 320 block) (In off hand, 1 of 2)]Titanic (20 def, 18 armour, 48-58 power, 320 block) 7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% (-) Block +320 (-) While equipped: ----- def ----- Armour +18 (-) Hardiness +20% (-) Defense +20 (+9 eff.) (-) Rng.Def +10 (+4 eff.) (-) Fatigue +30% (-) ---------- misc Talents +1.00(-) Block This shield made of the darkest stralite is huge, heavy and very solid. Tap to cycle through comparison choices |
| Cloak | [vs. cashmere cloak 'Bagorn' (2 def, 0 armour) (Cloak)]cashmere cloak 'Bagorn' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2(-) Str dps ---------- Phys.crit +3.0% (-) Phys.pwr +3 (+0 eff.) (-) ----- def ----- Defense +2 (+0 eff.) (-) Fatigue -4% (-) Resists +4%(-) physical +3%(-) cold Mind.save +15 (+7 eff.) (-) Blind- +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Duskoozer the steel plate armour (0 def, 9 armour) (Main armor)]Duskoozer the steel plate armour (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Nature/Master While equipped: dps ---------- S.pwr/crit +2 (-) Melee+ 0(-20) item darkness numbing Dmg.mod +6%(-) blight On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +9 (-) Fatigue +22% (-) Resists +17%(-) acid +18%(-) lightning Max.HP +25.00 (-) HP.reg +3.00 (-) Heal.mod +11% (-) A suit of armour made of metal plates. |
Inventory
[vs. Infusion: Healing (on body)]healing infusion (heal 79; cd 12) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 79 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. |
movement infusion of the titan (speed 585%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 585% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune (range 39; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Earthen Beads (Around neck)]restful gold amulet of the eclipse 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) Melee+ 7 light 8 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 23% * 7% chance to blind ----- def ----- Fatigue -6% Affinity +0%(-15%) nature HP.reg +3.00 (+1.00) Amulets make your neck look great! |
[vs. steel ring 'Xanamira' (On fingers, 1 of 2)]titan's copper ring of nature (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) Dmg.mod +11% nature ----- def ----- Defense +0 (+0 eff.) (-20 (-9 eff.)) Resists +22% nature Phys.save +6 (+2 eff.) Max.HP +0.00 (-40.00) HP.reg +0.00 (-4.00) Blind- +0% (-23%) Cut- +0% (-20%) Knockbk- +0% (-20%) ---------- misc Infravis +0 (-4) See.Stealth +0 (-7) See.Invis +0 (-11) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) (In main hand, 1 of 2)]dwarven-steel battleaxe (32-47 power, 2 apr) 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Normal] Power 31.5 - 47.2(+15.5 - +24.9) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-1) Crit +6.5% (+2.5%) Atk.spd 100% (-) On Crit.r2 +0(-16) light While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +0%(-24%) physical Acc +0 (+0 eff.) (-8 (-2 eff.)) Melee Ret 0(-4) physical ----- def ----- Defense +0 (+0 eff.) (-6 (-2 eff.)) Resists +0%(-6%) darkness Disarm- +0% (-26%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) (In main hand, 1 of 2)]Floestrike (40-60 power, 2 apr) 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Psionic Power 40.0 - 60.0(+24.0 - +37.6) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-1) Crit +1.5% (-2.5%) Atk.spd 100% (-) Melee+ +20 darkness +8 acid Against +19% Living On Hit.r1 +4 acid On Crit.r2 +0(-16) light +16 cold While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +12% acid +9% cold +0%(-24%) physical Res.pen +15% acid Acc +0 (+0 eff.) (-8 (-2 eff.)) Melee Ret 4 acid 0(-4) physical ----- def ----- Defense +0 (+0 eff.) (-6 (-2 eff.)) Resists +0%(-6%) darkness +3% cold Disarm- +0% (-26%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) (In main hand, 1 of 2)]hardened leather sling 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Apr +0 (-3) Crit +0.0% (-4.0%) Atk.spd 100% (-) Range +8 On Crit.r2 +0(-16) light While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +0%(-24%) physical Acc +0 (+0 eff.) (-8 (-2 eff.)) Melee Ret 0(-4) physical ----- def ----- Defense +0 (+0 eff.) (-6 (-2 eff.)) Resists +0%(-6%) darkness Disarm- +0% (-26%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) (In main hand, 1 of 2)]hardened leather sling 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Apr +0 (-3) Crit +0.0% (-4.0%) Atk.spd 100% (-) Range +8 On Crit.r2 +0(-16) light While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +0%(-24%) physical Acc +0 (+0 eff.) (-8 (-2 eff.)) Melee Ret 0(-4) physical ----- def ----- Defense +0 (+0 eff.) (-6 (-2 eff.)) Resists +0%(-6%) darkness Disarm- +0% (-26%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) (In main hand, 1 of 2)]yew vilestaff (20-24 power, 4 apr, acid element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0(+4.0 - +1.6) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 (+1) Crit +3.5% (-0.5%) Atk.spd 100% (-) On Crit.r2 +0(-16) light While equipped: Stats +0(-2) Dex dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% acid +0%(-24%) physical Acc +0 (+0 eff.) (-8 (-2 eff.)) Melee Ret 0(-4) physical ----- def ----- Defense +0 (+0 eff.) (-6 (-2 eff.)) Resists +0%(-6%) darkness Disarm- +0% (-26%) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) (In main hand, 1 of 2)]Ividherin the Frozenkill (15-21 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 15.0 - 21.0(-1.0 - -1.4) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 (-) Crit +4.0% (-) Atk.spd 100% (-) On Crit.r2 +0(-16) light While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +0%(-24%) physical +3% cold Acc +8 (+2 eff.) (-) Melee Ret 0(-4) physical ----- def ----- Defense +8 (+3 eff.) (+2 (+1 eff.)) Resists +6% acid +9% fire +12%(+6%) darkness +1% physical Disarm- +24% (-2%) One-handed war axes. Tap to cycle through comparison choices |
[vs. steel waraxe 'Eclipsemortal' (16-22 power, 3 apr) (In main hand, 1 of 2)]dwarven-steel waraxe (20-29 power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 20.5 - 28.7(+4.5 - +6.3) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 (+1) Crit +4.5% (+0.5%) Atk.spd 100% (-) On Crit.r2 +0(-16) light While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +0%(-24%) physical Acc +0 (+0 eff.) (-8 (-2 eff.)) Melee Ret 0(-4) physical ----- def ----- Defense +0 (+0 eff.) (-6 (-2 eff.)) Resists +0%(-6%) darkness Disarm- +0% (-26%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Xerith (Around waist)]Pitchmaim 1.0 T3 belt armor [Rare] Master While equipped: Stats +0(-4) Str +5 Wil +7(+6) Cun dps ---------- Crit.mult +10.00% Phys.pwr +0 (+0 eff.) (-25 (-6 eff.)) Against +31% Summoned Melee Ret 4 nature 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +0%(-3%) darkness D.Red.from +24% Summoned Max.HP +0.00 (-33.00) ---------- misc Equi/ret +0.12 Max.hate +6.00 A belt that goes around your waist. |
[vs. cashmere cloak 'Bagorn' (2 def, 0 armour) (Cloak)]Relguharagund the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1(-1) Str dps ---------- Phys.crit +3.0% (-) Phys.pwr +2 (+0 eff.) (-1 (+0 eff.)) Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) (-1 (+0 eff.)) Fatigue -3% (+1%) Resists +1%(-3%) physical +6% mind +0%(-3%) cold Mind.save +0 (+0 eff.) (-15 (-7 eff.)) Blind- +0% (-10%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Duskoozer the steel plate armour (0 def, 9 armour) (Main armor)]Robe of Force (12 def, 8 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) S.pwr/crit +0 (-2) Melee+ 0(-20) item darkness numbing Dmg.mod +0%(-6%) blight +5% physical +5% mind Res.pen +10% mind +10% physical ----- def ----- Armour +8 (-1) Defense +12 (+4 eff.) Fatigue +0% (-22%) Resists +15%(-2%) acid +12% physical +0%(-18%) lightning +9% all Phys.save +10 (+4 eff.) Max.HP +0.00 (-25.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-11%) Send out a range 5 beam of kinetic energy, dealing 36.96 to 46.20 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. Duskoozer the steel plate armour (0 def, 9 armour) (Main armor)]cashmere robe of frost (+25%) (0 def, 0 armour) 2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- S.pwr/crit +0 (-2) Melee+ 0(-20) item darkness numbing Dmg.mod +0%(-6%) blight +17% cold ----- def ----- Armour +0 (-9) Fatigue +0% (-22%) Resists +0%(-17%) acid +25% cold +0%(-18%) lightning +11% all Max.HP +0.00 (-25.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-11%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Duskoozer the steel plate armour (0 def, 9 armour) (Main armor)]dreamer's woollen robe of life (0 def, 0 armour) 2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- S.pwr/crit +0 (-2) Melee+ 0(-20) item darkness numbing Dmg.mod +0%(-6%) blight ----- def ----- Armour +0 (-9) Fatigue +0% (-22%) Resists +0%(-17%) acid +12% darkness +7% blight +0%(-18%) lightning +11% mind +9% all Phys.save +11 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +21 (+8 eff.) Max.HP +40.00 (+15.00) HP.reg +2.00 (-1.00) Heal.mod +15% (+4%) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. pair of iron boots 'Ce'Nuyawe' (5 def, 5 armour) (On feet)]restorative pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +0(-3) Str +0(-3) Con ----- def ----- Armour +4 (-1) Defense +0 (+0 eff.) (-5 (-2 eff.)) Fatigue +3% (+1%) Resists +0%(-9%) lightning +0%(-9%) mind Mind.save +0 (+0 eff.) (-3 (-1 eff.)) HP.reg +3.00 Heal.mod +15% ---------- misc Max.hate +0.00 (-6.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. pair of iron boots 'Ce'Nuyawe' (5 def, 5 armour) (On feet)]stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) 2.0 T3 feet armor [Ego] Master While equipped: Stats +0(-3) Str +4 Dex +0(-3) Con +5 Lck ----- def ----- Armour +3 (-2) Defense +0 (+0 eff.) (-5 (-2 eff.)) Fatigue +0% (-2%) Resists +0%(-9%) lightning +0%(-9%) mind Mind.save +0 (+0 eff.) (-3 (-1 eff.)) Stealth +7 ---------- misc Stam/turn +0.50 Max.stam +16.00 Max.hate +0.00 (-6.00) A pair of boots made of leather. |
[vs. dwarven-steel gauntlets 'Brenugar' (0 def, 2 armour) (On hands)]corrosive iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: Stats +0(-4) Str dps ---------- Phys.crit +0.0% (-2.0%) Phys.pwr +0 (+0 eff.) (-9 (-2 eff.)) Mind.pwr +0 (+0 eff.) (-25 (-11 eff.)) Melee+ 5 acid Dmg.mod +3% acid Res.pen +0%(-10%) mind Acc +0 (+0 eff.) (-10 (-3 eff.)) ----- def ----- Armour +1 (-1) Fatigue +1% (-2%) Resists +6% acid ---------- misc Stam/turn +0.00 (-2.00) Equi/ret +0.00 (-0.16) Hate/m.crit +0.00 (-3.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. dwarven-steel gauntlets 'Brenugar' (0 def, 2 armour) (On hands)]iron gauntlets 'Rainrune' (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +0(-4) Str dps ---------- Phys.crit +0.0% (-2.0%) Phys.pwr +0 (+0 eff.) (-9 (-2 eff.)) Mind.pwr +0 (+0 eff.) (-25 (-11 eff.)) Melee+ 5 light Dmg.mod +4% light +3% cold Res.pen +5% darkness +10%(-) mind Acc +0 (+0 eff.) (-10 (-3 eff.)) ----- def ----- Armour +1 (-1) Fatigue +1% (-2%) Resists +5% light +15% cold ---------- misc Stam/turn +0.00 (-2.00) Equi/ret +0.00 (-0.16) Hate/m.crit +0.00 (-3.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) (On head)]Duathelpride the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +0(-7) Str +0(-3) Dex +0(-4) Wil +0(-5) Cun +2(-1) Con dps ---------- Phys.pwr +0 (+0 eff.) (-8 (-2 eff.)) Dmg.mod +0%(-9%) mind +3% light +3% darkness Res.pen +20% darkness ----- def ----- Armour +3 (-1) Fatigue +5% (+1%) Resists +0%(-7%) physical +3% light +6% fire +0%(-5%) cold +3% darkness Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Mind.save +0 (+0 eff.) (-18 (-9 eff.)) ---------- misc Max.psi +0.00 (-20.00) Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) (On head)]Morningblood the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5(-2) Str +0(-3) Dex +5(+1) Wil +0(-5) Cun +0(-3) Con dps ---------- Phys.pwr +8 (+2 eff.) (-) Dmg.mod +6% light +0%(-9%) mind Melee Ret 6 light On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +4 (-) Fatigue +4% (-) Resists +12% temporal +0%(-5%) cold +7%(-) physical Phys.save +8 (+3 eff.) (-1 (+0 eff.)) Mind.save +0 (+0 eff.) (-18 (-9 eff.)) ---------- misc Max.psi +0.00 (-20.00) Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) (On head)]Urthidur (15 def, 5 armour) 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +0(-7) Str +0(-3) Dex +2(-2) Wil +1(-4) Cun +0(-3) Con dps ---------- Phys.pwr +0 (+0 eff.) (-8 (-2 eff.)) Dmg.mod +0%(-9%) mind ----- def ----- Armour +5 (+1) Defense +15 (+5 eff.) Fatigue +1% (-3%) Resists +5% blight +0%(-7%) physical +6% nature +0%(-5%) cold Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Mind.save +0 (+0 eff.) (-18 (-9 eff.)) Heal.mod +5% ---------- misc Max.psi +0.00 (-20.00) See.Invis +6 Breathe water A cap made of leather. |
[vs. dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) (On head)]bladed hardened leather cap of might (0 def, 3 armour) 2.0 T3 head armor [Ego++] Master While equipped: Stats +6(-1) Str +0(-3) Dex +0(-4) Wil +0(-5) Cun +3(-) Con dps ---------- Phys.pwr +4 (+1 eff.) (-4 (-1 eff.)) Dmg.mod +0%(-9%) mind ----- def ----- Armour +3 (-1) Fatigue +3% (-1%) Resists +0%(-5%) cold +0%(-7%) physical Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Mind.save +0 (+0 eff.) (-18 (-9 eff.)) ---------- misc Max.psi +0.00 (-20.00) Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 711.0 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
[vs. dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) (On head)]dwarven-steel helm 'Xanosenne' (0 def, 16 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6(-1) Str +0(-3) Dex +0(-4) Wil +0(-5) Cun +2(-1) Con dps ---------- Phys.crit +2.0% Phys.pwr +0 (+0 eff.) (-8 (-2 eff.)) Dmg.mod +0%(-9%) mind Acc +20 (+7 eff.) ----- def ----- Armour +16 (+12) Fatigue +4% (-) Resists +6% acid +0%(-7%) physical +9% nature +0%(-5%) cold Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Mind.save +0 (+0 eff.) (-18 (-9 eff.)) ---------- misc Max.psi +0.00 (-20.00) Light +2 Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 711.0 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) (On head)]insulating hardened leather cap of the depths (0 def, 3 armour) 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +0(-7) Str +0(-3) Dex +0(-4) Wil +0(-5) Cun +0(-3) Con dps ---------- Phys.pwr +0 (+0 eff.) (-8 (-2 eff.)) Dmg.mod +0%(-9%) mind ----- def ----- Armour +3 (-1) Fatigue +3% (-1%) Resists +8% fire +0%(-7%) physical +6%(+1%) cold Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Mind.save +0 (+0 eff.) (-18 (-9 eff.)) ---------- misc Max.psi +0.00 (-20.00) Breathe water A cap made of leather. |
[vs. dwarven-steel helm 'Ce'Nuna' (0 def, 4 armour) (On head)]insulating iron helm of strength (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3(-4) Str +0(-3) Dex +0(-4) Wil +0(-5) Cun +0(-3) Con dps ---------- Phys.pwr +0 (+0 eff.) (-8 (-2 eff.)) Dmg.mod +0%(-9%) mind ----- def ----- Armour +3 (-1) Fatigue +5% (+1%) Resists +6% fire +0%(-7%) physical +5%(-) cold Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Mind.save +0 (+0 eff.) (-18 (-9 eff.)) ---------- misc Max.psi +0.00 (-20.00) Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Duskoozer the steel plate armour (0 def, 9 armour) (Main armor)]Aeruminne the Charbolt (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Rare] Arcane While equipped: Stats +1 Str +3 Con dps ---------- S.pwr/crit +0 (-2) Melee+ 0(-20) item darkness numbing Dmg.mod +3%(-3%) blight Res.pen +5% fire ----- def ----- Armour +4 (-5) Defense +2 (+1 eff.) Fatigue +12% (-10%) Resists +0%(-17%) acid +0%(-18%) lightning +11% light +11% darkness Max.HP +0.00 (-25.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-11%) ---------- misc Light +2 See.Invis +9 A suit of armour made of mail. |
[vs. Duskoozer the steel plate armour (0 def, 9 armour) (Main armor)]iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Normal] While equipped: dps ---------- S.pwr/crit +0 (-2) Melee+ 0(-20) item darkness numbing Dmg.mod +0%(-6%) blight ----- def ----- Armour +4 (-5) Defense +2 (+1 eff.) Fatigue +12% (-10%) Resists +0%(-17%) acid +0%(-18%) lightning Max.HP +0.00 (-25.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-11%) A suit of armour made of mail. |
[vs. Duskoozer the steel plate armour (0 def, 9 armour) (Main armor)]iron mail armour of acid resistance (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: dps ---------- S.pwr/crit +0 (-2) Melee+ 0(-20) item darkness numbing Dmg.mod +0%(-6%) blight ----- def ----- Armour +4 (-5) Defense +2 (+1 eff.) Fatigue +12% (-10%) Resists +15%(-2%) acid +0%(-18%) lightning Max.HP +0.00 (-25.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-11%) A suit of armour made of mail. |
[vs. Duskoozer the steel plate armour (0 def, 9 armour) (Main armor)]steel mail armour 'Islotira' (2 def, 8 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +25 (+8 eff.) S.pwr/crit +0 (-2) Melee+ 0(-20) item darkness numbing Dmg.mod +0%(-6%) blight ----- def ----- Armour +8 (-1) Defense +2 (+1 eff.) Fatigue +12% (-10%) Resists +40%(+23%) acid +7% cold +0%(-18%) lightning Max.HP +0.00 (-25.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-11%) ---------- misc Psi/ret +0.12 Breathe water A suit of armour made of mail. |
[vs. Titanic (20 def, 18 armour, 48-58 power, 320 block) (In off hand, 1 of 2)]Wrathroot's Barkwood (9 def, 10 armour, 29-41 power, 60 block) 7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature When used to Attack: Power 29.0 - 40.6(-19.0 - -17.0) Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% (-2.5%) Block +60 (-260) While equipped: ----- def ----- Armour +10 (-8) Hardiness +0% (-20%) Defense +9 (+4 eff.) (-11 (-5 eff.)) Rng.Def +0 (+0 eff.) (-10 (-4 eff.)) Fatigue +14% (-16%) Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1.00(-) Block The barkwood of Wrathroot, made into roughly the shape of a shield. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-58 power, 320 block) (In off hand, 1 of 2)]iron shield (0 def, 2 armour, 8-10 power, 19 block) 7.0 T1 shield armor Reqs Shield usage training Str 11 [Normal] When used to Attack: Power 8.5 - 10.2(-39.5 - -47.4) Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% (-2.0%) Block +19 (-301) While equipped: ----- def ----- Armour +2 (-16) Hardiness +0% (-20%) Defense +0 (+0 eff.) (-20 (-9 eff.)) Rng.Def +0 (+0 eff.) (-10 (-4 eff.)) Fatigue +8% (-22%) ---------- misc Talents +1.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
quiver of ash arrows (20/20, 20-27 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
5 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. |
270 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
[vs. Summertide Phial (Light source)]Radhorak the brass lantern 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- S.pwr/crit +2 Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light Melee Ret 11 fire ----- def ----- Resists +6% acid +11% fire +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Max.vim +20.00 Light +4 (-1) 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. |
[vs. Summertide Phial (Light source)]Wintertide Phial 2.0 T2 lite [Unique] Arcane While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Light +2 (-3) Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
[vs. Summertide Phial (Light source)]alchemist's lamp 1.0 T3 lite [Normal] While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Light +4 (-1) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Summertide Phial (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Light +3 (-2) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Summertide Phial (Light source)]scorching alchemist's lamp of focus 1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +5% mind +0%(-10%) light Melee Ret 18 fire ----- def ----- Resists +0%(-30%) light +6% fire Heal.mod +0% (-10%) ---------- misc Light +4 (-1) A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 320.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 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. |
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. |
barbed pouch of stralite shots of accuracy (22/22, 52-62 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Master Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +5 Crit +12.5% Capacity 22 On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
[vs. Belewyn the yew wand of shielding [power 230] (20 cooldown) (Tool)]Abyssshine the dwarven-steel torque of gale force [power 225] (15 cooldown) 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +0(-2) Str +2 Dex +3 Mag +0(-4) Wil dps ---------- Acc +10 (+4 eff.) Apr +0 (-2) ----- def ----- Armour +0 (-16) Defense +5 (+2 eff.) Resists +12% fire ---------- misc Psi/ret +0.00 (-0.08) Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 297 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
[vs. Belewyn the yew wand of shielding [power 230] (20 cooldown) (Tool)]iron torque of gale force [power 105] (15 cooldown) 2.0 T1 torque charm [Ego] Psionic While equipped: Stats +0(-2) Str +0(-4) Wil dps ---------- Apr +0 (-2) ----- def ----- Armour +0 (-16) ---------- misc Psi/ret +0.00 (-0.08) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 139 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
[vs. Belewyn the yew wand of shielding [power 230] (20 cooldown) (Tool)]Gyda the yew totem of summon tentacle [power 240] (25 cooldown) 2.0 T3 totem charm [Rare] Nature While equipped: Stats +0(-2) Str +0(-4) Wil dps ---------- Spell.pwr +30 (+20 eff.) Dmg.mod +12% temporal +6% arcane +12% mind Res.pen +20% temporal Phasing +20% Apr +0 (-2) ----- def ----- Armour +0 (-16) ---------- misc Psi/ret +0.00 (-0.08) Vim/s.crit +2.00 Max.mana +40.00 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 556 Base Damage: 268 Armor: 26 All Resist: 12 Puts all charms on 25 cooldown 100% to reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
[vs. Belewyn the yew wand of shielding [power 230] (20 cooldown) (Tool)]Oakslicer [power 10] (15 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +0(-2) Str +4(-) Wil dps ---------- Mind.crit +3% Mind.pwr +20 (+6 eff.) Dmg.mod +15% mind Apr +0 (-2) ----- def ----- Armour +0 (-16) Resists +12% nature ---------- misc Psi/ret +0.00 (-0.08) Hate/m.crit +2.00 Reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
8 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By bul the Cornac Bulwark level 19
42nd Dusk 122nd year of Ascendancy at 10:34 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By bul the Cornac Bulwark level 24
58th Haze 122nd year of Ascendancy at 00:45 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By bul the Cornac Bulwark level 20
16th Haze 122nd year of Ascendancy at 11:27 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By bul the Cornac Bulwark level 19
29th Dusk 122nd year of Ascendancy at 04:15 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By bul the Cornac Bulwark level 10
9th Mirth 122nd year of Ascendancy at 09:16 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By bul the Cornac Bulwark level 20
10th Haze 122nd year of Ascendancy at 16:19 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By bul the Cornac Bulwark level 26
77th Haze 122nd year of Ascendancy at 05:37 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By bul the Cornac Bulwark level 13
4th Flare 122nd year of Ascendancy at 16:45 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By bul the Cornac Bulwark level 19
10th Haze 122nd year of Ascendancy at 16:19 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By bul the Cornac Bulwark level 15
14th Dusk 122nd year of Ascendancy at 11:30 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By bul the Cornac Bulwark level 24
58th Haze 122nd year of Ascendancy at 04:37 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By bul the Cornac Bulwark level 17
22nd Dusk 122nd year of Ascendancy at 18:54 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By bul the Cornac Bulwark level 24
57th Haze 122nd year of Ascendancy at 20:57 see stats
Log
Champion of Urh'Rok uses Sunder Armour.
Bul is not dazed anymore.
Melee retaliation hits Champion of Urh'Rok for 4 physical damage.
Champion of Urh'Rok hits bul for 267 physical damage.
Bul uses Shield Pummel.
bul misses Champion of Urh'Rok.
bul misses Champion of Urh'Rok.
Champion of Urh'Rok uses Death Dance.
Melee retaliation hits Champion of Urh'Rok for 4 physical damage.
Champion of Urh'Rok hits bul for 418 physical damage.
Bul uses Infusion: Healing.
bul receives 87 healing from Infusion: Healing.
Bul uses Infusion: Regeneration.
Bul starts regenerating health quickly.
Champion of Urh'Rok uses Disarm.
Bul is disarmed!
Melee retaliation hits Champion of Urh'Rok for 4 physical damage.
Champion of Urh'Rok hits bul for 185 physical damage.
Bul's prismatic shield fades.
Bul rearms.
Bul has recovered!
Talent Greater Weapon Focus is ready to use.
Talent Infusion: Wild is ready to use.
Champion of Urh'Rok uses Stunning Blow.
Bul is stunned!
Melee retaliation hits Champion of Urh'Rok for 4 physical damage.
Champion of Urh'Rok hits bul for 292 physical damage.
bul the level 27 cornac bulwark was disembowelled to death by a champion of Urh'Rok on level 3 of Dreadfell.









































































































