Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 20 / 36% |
Size | small |
Lifes / Deaths | Killed by Emabeth the black jelly at level 20 on the 51st Haze 122nd year of Ascendancy at 04:15 / 1 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 59 (base 48) |
Constitution | 16 (base 10) |
Magic | 18 (base 10) |
Willpower | 17 (base 10) |
Cunning | 48 (base 38) |
Resources
Life | -85/680 |
Stamina | 70/174 |
Healing Factor | 1.3545771506545 |
Regeneration | 12.529838643554 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 41.990623353761 |
See Invisible | 51.990623353761 |
Offense: Mainhand
Damage | 57 |
Accuracy | 56 |
Crit Chance | 25% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 56 |
Crit Chance | 24% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Crit. mult. | +169% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +26% |
All | +6% |
Nature | +21% |
Defense: Base
Armour (hardiness) | 26 (38.594633868923%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 6.9238052216851 |
Physical Save | 19 |
Spell Save | 13 |
Mental Save | 27 |
Defense: Resistances
Nature | + 8%( 70%) |
Lightning | + 13%( 70%) |
Light | + 3%( 70%) |
Crit. shrug | +14% |
Blight | + 11%( 70%) |
Mind | + 9%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Stun Resistance | 89% |
Pinning Resistance | 20% |
Poison Resistance | 15% |
Silence Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. 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 bloated horror heart. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) =38 STUN= undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) =38 STUN=3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Dex defense ------ Armor +4 Fatigue +3% Silence Resist +23% Confus Resist +24% Stun Resist +38% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 1.3 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 102% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Elitta Elitta2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +6% mind defense ------ Resistance +3% light +3% fire Mind save +5 (+2 eff.) Life +60.00 Pinning Resist +20% other ------- Light +3 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm 'Arumira' (0 def, 7 armour) iron helm 'Arumira' (0 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +7 Fatigue +5% Resistance +9% mind Unlife -60.00 life other ------- Stamina when Hit +0.90 EQ when Hit +1.00 See Invisibility +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | heroic dwarven-steel gauntlets (0 def, 7 armour) heroic dwarven-steel gauntlets (0 def, 7 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Fatigue +3% Mind save +6 (+3 eff.) Life +45.00 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | steel torque of clear mind [power 2] (21 cooldown) steel torque of clear mind [power 2] (21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's gold ring of life titan's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: Stats +5 Con defense ------ Physical save +10 (+5 eff.) Life +40.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
On fingers | gold quartz ring =30 STUN= gold quartz ring =30 STUN=0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +8% nature +5% blight Poison Resist +15% Disease Resist +18% Stun Resist +30% Rings make your fingers look great! |
Around neck | grounding steel amulet of willpower (+4) =21 STUN= grounding steel amulet of willpower (+4) =21 STUN=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +13% lightning Stun Resist +21% Amulets make your neck look great! |
In main hand | Earistir the dwarven-steel dagger (124% power, 7 apr) =+3 MAG= Earistir the dwarven-steel dagger (124% power, 7 apr) =+3 MAG=1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane Weapon Damage 124% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 blight +19 cold While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +7 (+4 eff.) When Hit 4 arcane other ------- Mana-on-crit +1.00 Max mana +20.00 Sharp, short and deadly. |
Around waist | rough leather belt of unlife rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | steel dagger 'Carrionoracle' (100% power, 6 apr) steel dagger 'Carrionoracle' (100% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 blight +12 nature On Hit: * 10% chance to reduce strength, dexterity, and constitution by 13 * 25% chance for lightning to strike from the target to a second target dealing 34 damage While equipped: offense ------ Ignore resists +15% nature +6% all Accuracy +8 (+3 eff.) Ignore Armor +7 When Hit 2 nature Sharp, short and deadly. |
Cloak | Duvyrarerain (2 def, 0 armour) =+5 MAG= Duvyrarerain (2 def, 0 armour) =+5 MAG=2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Mag offense ------ Physical Crit +2.0% Critical power +10.00% Physical Power +5 (+3 eff.) Ignore resists +20% physical When Hit 6 physical defense ------ Defense +2 (+0 eff.) Life +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour of Eyal (20 def, 8 armour) drakeskin leather armour of Eyal (20 def, 8 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Ego+] Nature While equipped: defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Life +56.00 Life Regen +2.00 Healmod +18% A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 156; cd 11) healing infusion of the sneak (heal 156; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. 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 psychic (speed 576%; cd 10) movement infusion of the psychic (speed 576%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% 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 Willpower stat. 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 psychic (speed 451%; cd 16) movement infusion of the psychic (speed 451%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Willpower stat. 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 wizard (speed 454%; cd 12) movement infusion of the wizard (speed 454%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 126; 15 cd) regeneration infusion (heal 126; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 289; 12 cd) regeneration infusion of the duelist (heal 289; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 289 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. |
regeneration infusion of the wizard (heal 121; 17 cd) regeneration infusion of the wizard (heal 121; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, light, blight, arcane) Prismatic Rune (6 turns; lightning, physical, light, blight, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 3 light, 3 blight, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 42; cd 13) shatter afflictions rune (absorb 42; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 42 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 46; cd 13) shatter afflictions rune of the warrior (absorb 46; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 52; cd 18) shatter afflictions rune of the wizard (absorb 52; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 74; cd 17) shatter afflictions rune of the wizard (absorb 74; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 95; cd 15) teleportation rune of the duelist (range 95; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 37; cd 12) teleportation rune of the psychic (range 37; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 36; cd 20) teleportation rune of the titan (range 36; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Plaguekill Plaguekill0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex offense ------ Damage +6% nature +3% arcane defense ------ Fatigue -4% Resistance +6% nature Life Regen +2.00 Amulets make your neck look great! |
clarifying copper amulet clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
copper amulet 'Harakor' =+4 MAG= copper amulet 'Harakor' =+4 MAG=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Mag defense ------ Crit Resistance 10.00% Healmod +12% Cut Resist +50% other ------- Infravision +1 Heal: Puts all charms on 29 turn cooldown Effective talent level: 1.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 139 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
enraging copper amulet enraging copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +6 (+3 eff.) Combat Speed +10% Damage +6% physical Amulets make your neck look great! |
grounding copper amulet of willpower (+2) =21 STUN= grounding copper amulet of willpower (+2) =21 STUN=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
warrior's copper amulet warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
warrior's copper amulet of cunning (+2) warrior's copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Porugalle the Smoldersorrow Porugalle the Smoldersorrow0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% nature +27% fire When Hit 2 arcane 4 fire defense ------ Resistance +6% blight +3% fire +24% nature Rings make your fingers look great! |
Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring 'Eclipsejam' copper ring 'Eclipsejam'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +18% darkness Ignore resists +15% darkness On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% darkness Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
steel ring steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
warrior's copper ring of fire (+22%) =22 FIRE= warrior's copper ring of fire (+22%) =22 FIRE=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% fire defense ------ Armor +6 Resistance +22% fire Rings make your fingers look great! |
wizard's copper ring of arcana (+0.10/turn) =+2 MAG= wizard's copper ring of arcana (+0.10/turn) =+2 MAG=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+4 eff.) Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
Dairylar the Loam's kiss (118% power, 6 apr) Dairylar the Loam's kiss (118% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to slow global speed by 43% On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+4 eff.) Ignore resists +5% nature +5% acid Accuracy +7 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Defense +8 (+2 eff.) Resistance +3% acid +9% nature Disarm Resist +26% Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
slime-covered dwarven-steel dagger of erosion (119% power, 7 apr) slime-covered dwarven-steel dagger of erosion (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Nature/Disrupt Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 nature On Hit: * 6% chance to slow global speed by 43% Sharp, short and deadly. |
thought-forged steel dagger (102% power, 6 apr) thought-forged steel dagger (102% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Psionic Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 mind On Hit: * 10% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
Blizzardsear the dwarven-steel greatsword (144% power, 2 apr) Blizzardsear the dwarven-steel greatsword (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Psionic Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +16 darkness +4 cold Damage Against +7% Living On-crit, radius 2 +16 cold While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 43% * 10 arcane resource burn defense ------ Armor +8 other ------- Stamina/turn +2.00 Massive two-handed swords. |
Jetlord (131% power, 2 apr) Jetlord (131% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Str +6 Dex offense ------ Combat Speed +10% Ignore resists +5% nature Accuracy +10 (+3 eff.) When Hit 2 physical defense ------ Resistance +2% physical +6% nature +15% darkness Massive two-handed swords. |
yew longbow yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Longbows are used to shoot arrows at your foes. |
dwarven-steel mace (129% power, 4 apr) dwarven-steel mace (129% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Normal] Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Blunt and deadly. |
steel mace of massacre (121% power, 3 apr) steel mace of massacre (121% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
gifted vined mindstar of sand (87% power, 18 apr, nature damage) gifted vined mindstar of sand (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +10 (+5 eff.) On-Hit 8 physical Damage +6% physical Ignore resists +6% physical defense ------ Resistance +4% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
shimmering ash starstaff of power (111% power, 3 apr, light element) shimmering ash starstaff of power (111% power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+6 eff.) Damage +15% light other ------- Mana/turn +0.12 Max mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's dwarven-steel waraxe (118% power, 4 apr) plaguebringer's dwarven-steel waraxe (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 13 While equipped: defense ------ Disease Resist +14% One-handed war axes. |
Earthparry =+3 MAG= Earthparry =+3 MAG=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +3 Mag offense ------ Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Defense +9 (+3 eff.) Stealth +6 other ------- Infravision +1 See Invisibility +3 A belt that goes around your waist. |
blurring rough leather belt of resilience blurring rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Defense +9 (+3 eff.) Stealth +5 Life +31.00 A belt that goes around your waist. |
Flamespar the cashmere cloak (2 def, 0 armour) Flamespar the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Ignore resists +10% fire defense ------ Defense +2 (+0 eff.) Resistance +3% lightning +6% temporal +3% light +15% fire +5% arcane +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shockmark (9 def, 5 armour) Shockmark (9 def, 5 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +9% acid +9% mind Ignore resists +10% lightning When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Armor +5 Defense +9 (+3 eff.) Resistance +3% lightning Physical save +13 (+7 eff.) Spell save +14 (+10 eff.) Mind save +16 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour) resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Nature/Master While equipped: Stats +3 Cun +2 Dex defense ------ Defense +2 (+0 eff.) Life +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =+2 MAG= spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =+2 MAG=2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +2 (+0 eff.) Resistance +20% darkness +11% temporal Spell save +7 (+7 eff.) Out-of-Phase Defense +16 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% other ------- Max mana +50.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isunn (0 def, 0 armour) =+4 MAG= Isunn (0 def, 0 armour) =+4 MAG=2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Resistance +3% blight +7% all Life Regen +4.00 Healmod +10% Disarm Resist +20% other ------- Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+8 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Armarion' (0 def, 6 armour) cashmere robe 'Armarion' (0 def, 6 armour)2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Physical Power +5 (+3 eff.) Mindpower +6 (+3 eff.) Damage +12% darkness +28% physical Ignore resists +13% darkness +9% physical defense ------ Armor +6 Resistance +11% all other ------- Stamina/turn +3.00 Max hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Getodunarand the pair of iron boots (0 def, 3 armour) =+5 STR= Getodunarand the pair of iron boots (0 def, 3 armour) =+5 STR=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str defense ------ Armor +3 Fatigue +2% Resistance +3% light +3% acid Crit Resistance 10.00% other ------- Stamina/turn +0.40 Max stamina +12.00 Max psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Blackobsidian' (0 def, 4 armour) pair of dwarven-steel boots 'Blackobsidian' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% fire +6% mind +9% darkness defense ------ Armor +4 Fatigue -3% Resistance +15% mind Physical save +8 (+4 eff.) other ------- Encumbrance +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of speed (0 def, 4 armour) pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scaldpassion (0 def, 2 armour) =+8 MAG= Scaldpassion (0 def, 2 armour) =+8 MAG=1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +8 Mag +5 Wil offense ------ Physical Power +7 (+4 eff.) Spellpower +7 (+4 eff.) On-Hit 7 arcane Damage +10% arcane +3% fire Ignore resists +15% blight When Hit 6 fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 defense ------ Armor +2 Resistance +6% arcane +3% blight Unarmed combat: Weapon Damage 128% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +12 arcane On-crit, radius 2 +5 arcane On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +7 (+4 eff.) Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+4 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 130% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Silamira the hardened leather cap (0 def, 3 armour) Silamira the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Dex +1 Cun +2 Con offense ------ Damage +18% mind +3% physical When Hit 4 physical defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +7% temporal A cap made of leather. |
dwarven-steel helm 'Obsidiansmash' (0 def, 4 armour) dwarven-steel helm 'Obsidiansmash' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Con offense ------ Physical Crit +2.0% defense ------ Armor +4 Fatigue +4% Resistance +9% darkness other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of the depths (0 def, 6 armour) miner's dwarven-steel helm of the depths (0 def, 6 armour)3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Fatigue +4% Resistance +8% cold other ------- Infravision +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding linen wizard hat of darkness (+16%) (1 def, 0 armour) =+2 MAG= shielding linen wizard hat of darkness (+16%) (1 def, 0 armour) =+2 MAG=2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% darkness defense ------ Defense +1 (+0 eff.) Resistance +16% darkness Spell save +5 (+5 eff.) A pointy cloth hat, very wizardly... |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Normal] While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
cured leather armour of resilience (6 def, 4 armour) cured leather armour of resilience (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +26.00 A suit of armour made of leather. |
hardened leather armour of cold resistance (9 def, 6 armour) hardened leather armour of cold resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +16% cold A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour) rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +20% fire Life Regen +3.30 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
Duvyfast the Corruptionvenom (0 def, 17 armour) Duvyfast the Corruptionvenom (0 def, 17 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Ignore resists +15% fire When Hit 6 nature defense ------ Armor +17 Fatigue +17% Resistance +6% nature Physical save +7 (+4 eff.) Mind save +13 (+6 eff.) Life +32.00 Life Regen +1.00 Healmod +15% A suit of armour made of metal plates. |
steel plate armour of clarity (0 def, 9 armour) steel plate armour of clarity (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Psionic While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% mind Mind save +12 (+6 eff.) A suit of armour made of metal plates. |
dwarven-steel shield (0 def, 6 armour, 84.5 block) dwarven-steel shield (0 def, 6 armour, 84.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
5 agate 5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
238 alchemist agate 238 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Urthuhir the Morbusire (dig speed 16 turns) Urthuhir the Morbusire (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil offense ------ Mind Crit +4% When Hit 2 nature defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +8% physical other ------- Hate-on-crit +1.00 Max hate +8.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chardash =15 OOP / 40 HEALTH= Chardash =15 OOP / 40 HEALTH=2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% acid When Hit 2 fire defense ------ Life +43.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Erelurion the Furnacerend [power 170] (13 cooldown) Erelurion the Furnacerend [power 170] (13 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% fire Ignore resists +5% temporal defense ------ Resistance +6% fire Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 turn cooldown 100% to heal for 32. 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Layotira the Kindlewill [power 128] (13 cooldown) =+1 MAG= Layotira the Kindlewill [power 128] (13 cooldown) =+1 MAG=2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Str +1 Mag +5 Con offense ------ Critical power +5.00% Ignore resists +5% fire Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Jinshogue the Halfling Rogue level 10
3rd Flare 122nd year of Ascendancy at 20:15 see stats
By Jinshogue the Halfling Rogue level 10
2nd Mirth 122nd year of Ascendancy at 08:56 see stats
By Jinshogue the Halfling Rogue level 20
10th Haze 122nd year of Ascendancy at 12:21 see stats
By Jinshogue the Halfling Rogue level 19
63rd Dusk 122nd year of Ascendancy at 17:09 see stats
By Jinshogue the Halfling Rogue level 10
3rd Dusk 122nd year of Ascendancy at 20:06 see stats
By Jinshogue the Halfling Rogue level 19
10th Haze 122nd year of Ascendancy at 12:21 see stats
By Jinshogue the Halfling Rogue level 10
5th Dusk 122nd year of Ascendancy at 13:26 see stats
By Jinshogue the Halfling Rogue level 19
10th Haze 122nd year of Ascendancy at 04:52 see stats
By Jinshogue the Halfling Rogue level 17
29th Dusk 122nd year of Ascendancy at 12:24 see stats
Log
Jinshogue hits Emabeth the black jelly for 6 to psi, 9 physical, 0 blight, 0 to psi, 1 cold, 3 to psi, 4 physical, 0 blight, 0 nature (23 total damage).
Emabeth the black jelly's mind surges with critical power!
Emabeth the black jelly performs a melee critical strike against Jinshogue!
Your shield crumbles under the damage!
The shield around Jinshogue crumbles.
Emabeth the black jelly converts some damage to Psi!
Melee retaliation hits Emabeth the black jelly for 1 to psi, 1 physical, 0 nature, 0 arcane, 1 to psi, 1 physical, 0 nature, 0 arcane (4 total damage).
Emabeth the black jelly's Mind Storm hits Jinshogue for (2 absorbed), 33 acid (33 total damage).
Emabeth the black jelly hits Jinshogue for (12 parried), (1 absorbed), 0 acid, (0 absorbed), 0 mind, (14 absorbed), 0 acid (0 total damage).
Jinshogue uses Throwing Knives.
Emabeth the black jelly is not stunned anymore.
Emabeth the black jelly's mind surges with critical power!
Emabeth the black jelly converts some damage to Psi!
Jinshogue's Throwing Knife hits Emabeth the black jelly for 8 to psi, 12 physical (21 total damage).
Emabeth the black jelly uses Mind Sear.
Talent Dig is ready to use.
Talent Track is ready to use.
Talent Heartseeker is ready to use.
Emabeth the black jelly's Mind Storm hits Jinshogue for 35 acid damage.
Emabeth the black jelly hits Jinshogue for 94 acid, 0 mind (94 total damage).
Jinshogue uses Throwing Knives.
Jinshogue's Throwing Knife performs a melee critical strike against Emabeth the black jelly!
Emabeth the black jelly converts some damage to Psi!
Jinshogue's Throwing Knife hits Emabeth the black jelly for 17 to psi, 25 physical (42 total damage).
Emabeth the black jelly uses Explosive Steam Engine.
Emabeth the black jelly's Mind Storm hits Jinshogue for 47 acid damage.
Emabeth the black jelly's Volcano hits Jinshogue for 78 acid, 78 acid (157 total damage).
Jinshogue the level 20 halfling rogue was scalded to death by Emabeth the black jelly on level 1 of Sandworm lair.
=====================
Damage dealt
=====================
175,627 physical
27,526 light
18,008 nature
6,958 arcane
3,612 cold
3,519 lightning
2,221 blight
548 fire
241 temporal
131 acid
=====================
Damage taken
=====================
7,363 physical
5,848 acid
4,106 fire
2,782 lightning
2,395 nature
2,281 arcane
1,869 cold
1,220 mind
884 blight
668 darkness
209 light
140 temporal