Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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.
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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Necromancer |
Level / Exp | 23 / 22% |
Size | big |
Lifes / Deaths | Killed by Poltergeist Spectral Blade at level 23 on the 70th Haze 122nd year of Ascendancy at 11:39 / 1 |
Primary Stats
Strength | 20 (base 14) |
Dexterity | 13 (base 10) |
Constitution | 24 (base 21) |
Magic | 50 (base 43) |
Willpower | 28 (base 24) |
Cunning | 27 (base 23) |
Resources
Life | -635/421 |
Mana | 299/344 |
Soul | 14/18 |
Vim | 188/188 |
Healing Factor | 1.2672674059367 |
Regeneration | 2.8513516633576 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 8 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 23 |
Accuracy | 15 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Cold | +8% |
Acid | +9% |
Nature | +9% |
Darkness | +30% |
Blight | +3% |
Physical | +13% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Fire | +20% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 1 |
Physical Save | 25 |
Spell Save | 26 |
Mental Save | 21 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 63%( 70%) |
Arcane | + 37%( 70%) |
Cold | + 63%( 70%) |
All | + 34%( 70%) |
Darkness | + 38%( 70%) |
Physical | + 43%( 70%) |
Temporal | + 38%( 70%) |
Lightning | + 38%( 70%) |
Mind | + 36%( 70%) |
Fire | + 61%( 70%) |
Nature | + 62%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 50% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 219 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (180 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 262.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 ice dragon that dwelled there. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | Xoriara the Lavakarma (0 def, 1 armour) Xoriara the Lavakarma (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% fire Melee Ret 2 fire ----- def ----- Armour +1 Resists +6% fire +6% cold Phys.save +3 (+1 eff.) Die.at -60.00 life Max.HP +20.00 Poison- +10% A pair of boots made of leather. |
Light source | Camyrim Camyrim2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% blight +6% temporal Max.HP +45.00 Knockbk- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Dairybar the Flowerveil (0 def, 1 armour) Dairybar the Flowerveil (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +1 Fatigue +1% Resists +14% fire +6% nature +6% cold A cap made of leather. |
Tool | Maniravon [power 188] (11/15 cooldown) Maniravon [power 188] (11/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% mind +1% physical Phys.save +12 (+6 eff.) Mind.save +3 (+1 eff.) HP.reg +2.00 Disease- +20% Pinning- +20% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to heal for 49. Natural totems are made by powerful wilders to store nature power. |
On fingers | treant's steel ring treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +6% blight Poison- +12% Disease- +13% Rings make your fingers look great! |
On fingers | Manedragar Manedragar0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% blight Res.pen +5% acid Acc +8 (+6 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +6% acid +9% blight Rings make your fingers look great! |
Around waist | 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. |
In main hand | Shadecrypt the ash bonestaff (15-18 power, 3 apr, darkness element) Shadecrypt the ash bonestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +21.00% Spell.pwr +11 (+4 eff.) Melee+ 21 fire Dmg.mod +3% acid +30% darkness Res.pen +15% darkness Melee Ret 6 arcane ----- def ----- Resists +3% darkness ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 38.31 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | verdant cashmere robe of alchemy (0 def, 0 armour) verdant cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% acid +13% physical +6% fire +9% nature +8% cold ----- def ----- Resists +13% acid +13% physical +11% fire +12% cold +11% all Poison- +28% Disease- +26% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Abyssfiend' (1 def, 0 armour) linen cloak 'Abyssfiend' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +9% nature +5% arcane +3% darkness Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | 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! |
Inventory
regeneration infusion of the duelist (heal 204; 13 cd) regeneration infusion of the duelist (heal 204; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. 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 (res 17%; mental; dur 2; cd 11) wild infusion (res 17%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 warrior (res 22%; magical; dur 3; cd 16) wild infusion of the warrior (res 22%; magical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 223; dur 4; cd 20) acid wave rune of the wizard (damage 223; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 222.91 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 53; dur 4; cd 17) biting gale rune (damage 53; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 52.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 852% over 10 turns; mana 43; cd 18) manasurge rune (regen 852% over 10 turns; mana 43; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 852% for 10 turns (187 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 657% over 10 turns; mana 33; cd 15) manasurge rune (regen 657% over 10 turns; mana 33; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 657% for 10 turns (145 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Woehack the steel amulet Woehack the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +5% darkness +15% arcane Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +9% darkness Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
steel amulet of cunning (+2) steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
Aroharasta the Chargecut Aroharasta the Chargecut0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +7 Dex dps ---------- Dmg.mod +12% mind ----- def ----- Resists +6% lightning +12% mind +9% blight Rings make your fingers look great! |
acidic steel battleaxe of vileness (22-33 power, 2 apr) acidic steel battleaxe of vileness (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Massive two-handed battleaxes. |
dwarven-steel battleaxe of projection (32-47 power, 2 apr) dwarven-steel battleaxe of projection (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Psionic Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
warbringer's dwarven-steel battleaxe of projection (31-46 power, 2 apr) warbringer's dwarven-steel battleaxe of projection (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Master/Psionic Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +20% Massive two-handed battleaxes. |
Poltergeist's Silent Blade (25-32 power, 10 apr) Poltergeist's Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex 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 (+7 eff.) ----- def ----- Armour +2 Resists +2% all A thin, dark dagger that seems to meld seamlessly into the shadows. |
balanced steel dagger of crippling (12-16 power, 6 apr) balanced steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +7 (+5 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +24% Sharp, short and deadly. |
dwarven-steel dagger of evisceration (19-25 power, 7 apr) dwarven-steel dagger of evisceration (19-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+3 eff.) Sharp, short and deadly. |
elemental dwarven-steel dagger of paradox (16-21 power, 7 apr) elemental dwarven-steel dagger of paradox (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 temporal On Hit: * Create an explosion dealing 83 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +9% fire Res.pen +13% fire ----- def ----- Resists +9% temporal Sharp, short and deadly. |
warbringer's dwarven-steel dagger of rage (15-20 power, 7 apr) warbringer's dwarven-steel dagger of rage (15-20 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Str +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +8% physical Res.pen +7% physical Acc +7 (+5 eff.) ----- def ----- Disarm- +15% Sharp, short and deadly. |
Saluvea the steel greatmaul (28-43 power, 2 apr) Saluvea the steel greatmaul (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +9% arcane Res.pen +12% physical ----- def ----- Resists +9% mind +5% arcane Max.HP +100.00 Disarm- +25% Massive two-handed mauls. |
Zilach the Deepsbolt (24-37 power, 2 apr) Zilach the Deepsbolt (24-37 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Dex +1 Wil +3 Con dps ---------- Res.pen +25% arcane +9% all Acc +13 (+8 eff.) Apr +13 On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +3% darkness Massive two-handed mauls. |
balanced steel greatmaul of evisceration (29-44 power, 2 apr) balanced steel greatmaul of evisceration (29-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+5 eff.) Acc +10 (+7 eff.) ----- def ----- Defense +12 (+12 eff.) Disarm- +31% Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Neriba the Winterseam (32-50 power, 2 apr) Neriba the Winterseam (32-50 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 31.5 - 50.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 blight +4 cold While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +3% cold ----- def ----- Resists +15% fire +9% cold Blind- +20% Massive two-handed swords. |
chilling steel greatsword of massacre (32-51 power, 2 apr) chilling steel greatsword of massacre (32-51 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 32.0 - 51.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +17 cold Massive two-handed swords. |
Hazeshaper the vined mindstar (6-7 power, 18 apr, mind damage) Hazeshaper the vined mindstar (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +16 blight On Hit.r1 +16 mind +8 cold On Crit.r2 +8 cold While equipped: dps ---------- Mind.crit +5% Mind.pwr +7 (+3 eff.) Dmg.mod +10% mind Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dreamer's vined mindstar (4-5 power, 18 apr, nature damage) dreamer's vined mindstar (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +6% mind Mind.save +5 (+2 eff.) ---------- misc Psi/turn +0.60 Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of storms (6-6 power, 18 apr, mind damage) vined mindstar of storms (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +2 Mag +3 Wil +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 lightning Dmg.mod +8% lightning Res.pen +4% lightning ----- def ----- Resists +4% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger's cured leather sling ranger's cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex Slings are used to hurl stones or metal shots at your foes. |
ranger's hardened leather sling of cunning (+3) ranger's hardened leather sling of cunning (+3)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Dex +5 Cun dps ---------- Res.pen +7% physical Slings are used to hurl stones or metal shots at your foes. |
Ce'Nikira (15-18 power, 3 apr, arcane element) Ce'Nikira (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +39% arcane +12% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ivana the ash vilestaff (15-18 power, 3 apr, blight element) Ivana the ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight Res.pen +15% acid ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rimejeer the ash magestaff (20-24 power, 3 apr, fire element) Rimejeer the ash magestaff (20-24 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +3% cold +20% fire Res.pen +15% blight +15% cold Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, light element) elm starstaff (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of greater warding (20-24 power, 4 apr, lightning element) magewarrior's short yew magestaff of greater warding (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +8 (+4 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +20% lightning Acc +8 (+6 eff.) ----- def ----- Armour +8 Defense +7 (+7 eff.) ---------- misc Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of breaching (20-24 power, 4 apr, light element) yew starstaff of breaching (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light Res.pen +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful dwarven-steel waraxe of evisceration (20-27 power, 4 apr) hateful dwarven-steel waraxe of evisceration (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master/Psionic Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 darkness Against +8% Living On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+3 eff.) One-handed war axes. |
hateful dwarven-steel waraxe of rage (20-27 power, 4 apr) hateful dwarven-steel waraxe of rage (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master/Psionic Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 darkness Against +7% Living While equipped: Stats +3 Str dps ---------- Dmg.mod +5% physical Acc +5 (+4 eff.) One-handed war axes. |
steel waraxe of corruption (14-19 power, 3 apr) steel waraxe of corruption (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Impotence 2 One-handed war axes. |
Furnacerain Furnacerain1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Resists +12% fire Phys.save +5 (+2 eff.) ---------- misc Equi/ret +0.08 Max.psi +10.00 A belt that goes around your waist. |
blurring rough leather belt of the giants blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +8 (+8 eff.) Spell.save +5 (+2 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glacierripper the woollen robe (0 def, 0 armour) Glacierripper the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +10% acid +12% cold Res.pen +15% mind Apr +2 ----- def ----- Resists +15% acid +1% physical +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisurarin the Singebreaker (0 def, 0 armour) Lisurarin the Singebreaker (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +3% physical Acc +10 (+7 eff.) Melee Ret 4 fire ----- def ----- Resists +7% all Phys.save +9 (+4 eff.) Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Worm of power (0 def, 0 armour) Robe of the Worm of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +6% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yeek-fur Robe (10 def, 5 armour) Yeek-fur Robe (10 def, 5 armour)2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+10 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+5 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of lightning (+18%) (0 def, 0 armour) spellwoven linen robe of lightning (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Poruriath' (0 def, 8 armour) woollen robe 'Poruriath' (0 def, 8 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +9% darkness +9% physical Res.pen +7% darkness +9% physical ----- def ----- Armour +8 Resists +12% fire +9% all Phys.save +3 (+1 eff.) Heal.mod +10% Stun/Frz- +20% ---------- misc Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hazetrail the pair of rough leather boots (5 def, 1 armour) Hazetrail the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Res.pen +15% cold Apr +5 ----- def ----- Armour +1 Defense +5 (+5 eff.) Resists +3% nature +3% lightning HP.reg +4.00 Confus- +10% A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
insulating pair of rough leather boots of speed (0 def, 1 armour) insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +6% cold A pair of boots made of leather. |
pair of hardened leather boots of disengagement (0 def, 3 armour) pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% 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. A pair of boots made of leather. |
Beorath the Coallash (0 def, 2 armour) Beorath the Coallash (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 10 temporal Ranged+ 7 temporal Dmg.mod +5% temporal +3% nature +18% darkness Res.pen +5% nature Melee Ret 4 arcane ----- def ----- Armour +2 Resists +5% arcane +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beabers (1 def, 0 armour) Beabers (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +15% light Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 A pointy cloth hat, very wizardly... |
Fogparry the linen wizard hat (1 def, 0 armour) Fogparry the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +18% darkness Melee Ret 4 cold ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
Zeruroddafang the iron helm (0 def, 3 armour) Zeruroddafang the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Dex +1 Wil dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +6% blight Crit.chn- 10.00% ---------- misc See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of knowledge (0 def, 4 armour) bladed dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% 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 37.7 Physical damage. If the attack hits, the target is confused (27% 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. |
insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
nimble cured leather armour (9 def, 4 armour) nimble cured leather armour (9 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +9 (+9 eff.) Fatigue +7% A suit of armour made of leather. |
volcanic hardened leather armour (9 def, 13 armour) volcanic hardened leather armour (9 def, 13 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +9 (+9 eff.) Fatigue +8% Resists +16% fire +15% physical A suit of armour made of leather. |
dwarven-steel plate armour of the dragon (0 def, 11 armour) dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +7% physical +8% cold +7% lightning +5% fire Disarm- +22% Stun/Frz- +30% Knockbk- +29% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
psychokinetic quiver of ash arrows (20/21, 18-24 power, 7 apr) psychokinetic quiver of ash arrows (20/21, 18-24 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Psionic Power 17.5 - 24.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage Arrows are used with bows to pierce your foes to death. |
5 agate 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. |
116 alchemist agate 116 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. |
onyx 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. |
8 aquamarine 8 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
Malyndur (dig speed 6 turns) Malyndur (dig speed 6 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +12.00% Phys.pwr +7 (+3 eff.) Dmg.mod +8% mind +6% fire Apr +6 ----- def ----- Resists +6% temporal Mind.save +8 (+4 eff.) Disease- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. It was changed by the digestive sack. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Celia's Still Beating Heart Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of the sun alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% light ----- def ----- Resists +7% darkness Affinity +5% light ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 126.60 light damage. At talent level 3 you gain 25% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Branedrathel' brass lantern 'Branedrathel'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% blight +3% temporal +6% light Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Glittergash' brass lantern 'Glittergash'2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Wil +3 Con dps ---------- Res.pen +5% light Melee Ret 11 fire ----- def ----- Resists +5% fire Spell.save +3 (+1 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 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. |
barbed pouch of steel shots of persecution (22/22, 24-29 power, 2 apr) barbed pouch of steel shots of persecution (22/22, 24-29 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Disrupt/Master Power 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 22 Against +13% Unnatural +6% Unliving On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Woegrind [power 100] (11/15 cooldown) Woegrind [power 100] (11/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +4 Dex +2 Mag +2 Wil ----- def ----- Resists +3% darkness ---------- misc See.Invis +3 Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (11/15 cooldown) elm totem of healing [power 110] (11/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 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. |
2 quartz 2 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. |
9 ametrine 9 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. |
6 citrine 6 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. |
4 zircon 4 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 Smashmancer the Ogre Necromancer level 8
2nd Flare 122nd year of Ascendancy at 10:20 see stats
By Smashmancer the Ogre Necromancer level 18
48th Haze 122nd year of Ascendancy at 18:04 see stats
By Smashmancer the Ogre Necromancer level 10
32nd Dusk 122nd year of Ascendancy at 16:56 see stats
By Smashmancer the Ogre Necromancer level 20
52nd Haze 122nd year of Ascendancy at 09:43 see stats
By Smashmancer the Ogre Necromancer level 2
75th Pyre 122nd year of Ascendancy at 13:52 see stats
By Smashmancer the Ogre Necromancer level 9
29th Dusk 122nd year of Ascendancy at 14:21 see stats
By Smashmancer the Ogre Necromancer level 15
15th Haze 122nd year of Ascendancy at 10:04 see stats
By Smashmancer the Ogre Necromancer level 22
62nd Haze 122nd year of Ascendancy at 10:04 see stats
By Smashmancer the Ogre Necromancer level 11
5th Haze 122nd year of Ascendancy at 15:49 see stats
By Smashmancer the Ogre Necromancer level 17
26th Haze 122nd year of Ascendancy at 11:04 see stats
Log
Armoured skeleton warrior is silenced!
Smashmancer is dazed!
Melee retaliation hits Poltergeist Spectral Blade for 2 nature, 2 arcane, 1 fire (5 total damage).
Poltergeist Spectral Blade hits Armoured skeleton warrior for 20 arcane damage.
Poltergeist Spectral Blade hits Armoured skeleton warrior for 23 arcane damage.
Poltergeist Spectral Blade hits Skeleton master archer for 20 arcane damage.
Poltergeist Spectral Blade hits Smashmancer for (50 absorbed), 236 physical, 11 arcane, 21 arcane (268 total damage).
Armoured skeleton warrior is lost in despair!
Armoured skeleton warrior is weakened by the gloom.
Skeleton master archer is lost in despair!
Armoured skeleton warrior is stunned with fear!
Armoured skeleton warrior is weakened by the gloom.
Armoured skeleton warrior uses Block.
Smashmancer is confused and fails to use Ghost Walk.
Armoured skeleton warrior is not silenced anymore.
Armoured skeleton warrior hits Poltergeist Spectral Blade for 22 physical damage.
Poltergeist Spectral Blade uses Death Dance.
Armoured skeleton warrior is dazed!
Skeleton master archer is dazed!
Armoured skeleton warrior is dazed!
Smashmancer is not dazed anymore.
Smashmancer is no longer being stalked by Poltergeist Spectral Blade.
Melee retaliation hits Poltergeist Spectral Blade for 8 physical damage.
Poltergeist Spectral Blade hits Armoured skeleton warrior for 190 physical, 11 arcane (202 total damage).
Poltergeist Spectral Blade hits Armoured skeleton warrior for (40 blocked), 183 physical, (15 blocked), 0 arcane (183 total damage).
Poltergeist Spectral Blade hits Skeleton master archer for 183 physical, 11 arcane (194 total damage).
Poltergeist Spectral Blade hits Smashmancer for 254 physical damage.
Melee retaliation hits Poltergeist Spectral Blade for 2 nature, 2 arcane, 1 fire (5 total damage).
Smashmancer the level 23 ogre necromancer was eviscerated to death by a Poltergeist Spectral Blade on level 2 of Ruined halfling complex.