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 | 12 / 62% |
Size | medium |
Lifes / Deaths | Killed by Jinshogue at level 12 on the 36th Dusk 122nd year of Ascendancy at 05:39 / 1 |
Primary Stats
Strength | 11 (base 13) |
Dexterity | 50 (base 37) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 31 (base 25) |
Resources
Life | -88/309 |
Mana | 86/206 |
Stamina | 76/143 |
Healing Factor | 1.1460311219417 |
Regeneration | 0.28650778048543 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 30.465374305457 |
See Invisible | 30.465374305457 |
Offense: Mainhand
Damage | 49 |
Accuracy | 61 |
Crit Chance | 12% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 61 |
Crit Chance | 16% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Crit. mult. | +159% |
Light | +10% |
Blight | +3% |
Arcane | +9% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Light | +15% |
Cold | +8% |
Defense: Base
Armour (hardiness) | 9 (38.594633868923%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 15 |
Mental Save | 20 |
Defense: Resistances
Crit. shrug | +22% |
Lightning | + 27%( 70%) |
Light | + 35%( 70%) |
Temporal | + 12%( 70%) |
Darkness | + 13%( 70%) |
Arcane | + 7%( 70%) |
Cold | + 24%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Disarm Resistance | 24% |
Knockback Resistance | 21% |
Confusion Resistance | 23% |
Stun Resistance | 22% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
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 536% 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 33 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
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 / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed giant spider spinneret. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
On feet | Galesun (0 def, 1 armour) Galesun (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +15% light defense ------ Armor +1 Resistance +8% lightning +5% temporal +3% cold Unlife -20.00 life A pair of boots made of leather. |
Light source | 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Manogar the Darkpierce (0 def, 1 armour) Manogar the Darkpierce (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +9% arcane +3% blight Ignore Armor +5 When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 9 defense ------ Armor +1 Fatigue +1% Resistance +6% darkness A cap made of leather. |
On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+2 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | soothing iron torque of clear mind [power 1] (25 cooldown) soothing iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of clarity copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
On fingers | titan's steel ring of tenacity titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life +21.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
Around neck | grounding steel amulet of willpower (+4) =22 STUN= grounding steel amulet of willpower (+4) =22 STUN=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
In main hand | 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 (+5 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. |
Around waist | Porima Porima1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Defense +10 (+4 eff.) Resistance +3% lightning Crit Resistance 10.00% Physical save +6 (+3 eff.) Spell save +6 (+5 eff.) Blind Resist +10% Silence Resist +20% other ------- Size +1 A belt that goes around your waist. |
In off hand | flaming iron dagger of massacre (112% power, 5 apr) flaming iron dagger of massacre (112% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 112% 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 +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +6 fire Sharp, short and deadly. |
Cloak | Armohek the linen cloak (1 def, 6 armour) Armohek the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ Spell Crit +1% Physical Power +15 (+5 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) other ------- Max mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
healing infusion of the warrior (heal 63; cd 13) healing infusion of the warrior (heal 63; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the duelist (speed 555%; cd 9) movement infusion of the duelist (speed 555%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 555% 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. 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 sneak (speed 531%; cd 18) movement infusion of the sneak (speed 531%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% 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 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 sneak (speed 493%; cd 11) movement infusion of the sneak (speed 493%; 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 increase movement speed by 493% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
clarifying steel amulet of dexterity (+2) clarifying steel amulet of dexterity (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
cleansing copper amulet cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +11% nature +12% blight Poison Resist +21% Disease Resist +20% Amulets make your neck look great! |
copper amulet of constitution (+3) copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
insulating copper amulet of willpower (+3) insulating copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% fire +11% cold Amulets make your neck look great! |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
marksman's copper ring of fire (+22%) marksman's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% fire Accuracy +6 (+1 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! |
mule's copper ring of corrosion (+20%) mule's copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% acid defense ------ Fatigue -4% Resistance +20% acid other ------- Encumbrance +21 Rings make your fingers look great! |
psionicist's steel ring of power psionicist's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+2 eff.) defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] 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 +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
ash longbow 'Gloramissra' ash longbow 'Gloramissra'4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +6 Str +5 Dex +4 Mag +11 Wil +11 Con offense ------ Physical Power +11 (+4 eff.) Ignore resists +9% physical defense ------ Life +15.00 Longbows are used to shoot arrows at your foes. |
Sootspawn (96% power, 24 apr, mind damage) Sootspawn (96% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +8 darkness While equipped: offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) When Hit 8 cold defense ------ Resistance +3% darkness Physical save +4 (+2 eff.) Spell save +3 (+3 eff.) Mind save +4 (+2 eff.) Life +20.00 Life Regen +0.80 other ------- EQ when Hit +0.80 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. |
epiphanous vined mindstar of clarity (87% power, 18 apr, mind damage) epiphanous vined mindstar of clarity (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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 +4% Mindpower +6 (+3 eff.) Damage +11% mind defense ------ Mind save +3 (+2 eff.) other ------- Psi-on-crit +2.00 Max psi +15.00 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. |
horrifying vined mindstar of life (87% power, 18 apr, mind damage) horrifying vined mindstar of life (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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 +4 (+2 eff.) On-Hit 4 mind 4 darkness Damage +2% mind +3% darkness defense ------ Life +10.00 Life Regen +0.60 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. |
mossy mindstar of clarity (75% power, 12 apr, mind damage) mossy mindstar of clarity (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Mind save +2 (+1 eff.) other ------- 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. |
mighty rough leather sling of fire mighty rough leather sling of fire4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +7 fire While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Damage +9% fire Slings are used to hurl stones or metal shots at your foes. |
Scaldstrider (100% power, 2 apr, light element) Scaldstrider (100% power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +7% Critical power +11.00% Spellpower +3 (+3 eff.) Damage +10% light +3% fire When Hit 6 physical defense ------ Resistance +6% light +9% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty iron steamgun mighty iron steamgun4.0 Encumbrance T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of piercing mighty steel steamgun of piercing4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) Ignore resists +7% all Accuracy +8 (+2 eff.) Ignore Armor +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady steel steamgun of lightning steady steel steamgun of lightning4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +11 lightning Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Damage +10% lightning Accuracy +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
reinforced steel steamsaw of physical resistance (+11%) (65% power, 0 apr) reinforced steel steamsaw of physical resistance (+11%) (65% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Master/Steamtech Weapon Damage 110% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Defense +4 (+2 eff.) Fatigue +6% Resistance +11% physical other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of cold resistance (+15%) (108% power, 0 apr) steel steamsaw of cold resistance (+15%) (108% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Master/Steamtech Weapon Damage 108% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +15% cold other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Prismstriker =+2 STR= Prismstriker =+2 STR=1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +2 Str offense ------ When Hit 2 light defense ------ Resistance +6% acid +3% physical +3% light +6% blight other ------- Max stamina +10.00 Light +3 A belt that goes around your waist. |
noble's rough leather belt of carrying noble's rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +15% Summoned defense ------ Fatigue -5% Resist Against +16% Summoned other ------- Encumbrance +22 A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
enveloping kruk cloak (6 def, 0 armour) enveloping kruk cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master While equipped: defense ------ Defense +6 (+2 eff.) Physical save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dagychik (0 def, 0 armour) Dagychik (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +12% darkness defense ------ Resistance +6% temporal +3% light +18% darkness +3% mind +7% all Life +20.00 Life Regen +4.00 Disease Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Earychik the linen robe (8 def, 3 armour) Earychik the linen robe (8 def, 3 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +4 Str +3 Dex offense ------ Physical Crit +1.0% Ignore resists +15% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Armor +3 Defense +8 (+3 eff.) Resistance +7% all Physical save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glimmerhacker (3 def, 2 armour) =+3 MAG= Glimmerhacker (3 def, 2 armour) =+3 MAG=2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +1 Wil +2 Con offense ------ Damage +3% light Ignore resists +15% mind defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +7% all Physical save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of frost (+21%) (0 def, 0 armour) mindwoven woollen robe of frost (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +14% cold defense ------ Resistance +9% all +21% cold Mind save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of protection (2 def, 2 armour) spellwoven linen robe of protection (2 def, 2 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +2% Spellpower +3 (+3 eff.) defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +7% all Physical save +16 (+8 eff.) Spell save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rageyon the Blastjustice (0 def, 1 armour) =+2 MAG= Rageyon the Blastjustice (0 def, 1 armour) =+2 MAG=2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Mind Crit +2% Damage +9% lightning When Hit 2 lightning defense ------ Armor +1 other ------- Max hate +4.00 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (0 def, 3 armour) grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +4 Fatigue +3% Resistance +6% fire +7% cold other ------- Stamina/turn +0.30 Max stamina +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +6% cold other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour) miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +1 A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+3 eff.) other ------- Encumbrance +21 Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. |
naturalist's hardened leather gloves (0 def, 2 armour) naturalist's hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 nature Damage +5% nature defense ------ Armor +2 Resistance +5% nature Unarmed combat: Weapon Damage 115% 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-crit, radius 2 +5 nature On Hit: 10% Venomous Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinildann (6 def, 0 armour) Eilinildann (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% light defense ------ Defense +6 (+2 eff.) Resistance +16% light +9% lightning Physical save +3 (+2 eff.) Life +60.00 Disease Resist +20% A pointy cloth hat, very wizardly... |
Lorogas the iron helm (0 def, 5 armour) Lorogas the iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +20 (+7 eff.) defense ------ Armor +5 Fatigue +5% Resistance +3% lightning Teleport Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of trickery (0 def, 3 armour) cleansing iron helm of trickery (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +2 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +5% Resistance +7% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Dawnsquall' (0 def, 3 armour) iron helm 'Dawnsquall' (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str offense ------ Damage +15% acid Ignore resists +25% mind +10% acid defense ------ Armor +3 Fatigue +5% other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable steel mail armour of fire resistance (2 def, 14 armour) impenetrable steel mail armour of fire resistance (2 def, 14 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +14 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
iron mail armour 'Nedokath' (32 def, 4 armour) iron mail armour 'Nedokath' (32 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Rare] Psionic While equipped: Stats +1 Con offense ------ Ignore resists +10% physical Ignore Armor +4 defense ------ Armor +4 Defense +32 (+11 eff.) Fatigue +12% Resistance +5% mind Mind save +12 (+6 eff.) A suit of armour made of mail. |
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. |
iron plate armour 'Turyhir' (0 def, 7 armour) iron plate armour 'Turyhir' (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Rare] Arcane While equipped: defense ------ Armor +7 Fatigue +22% Resistance +11% light +20% darkness Physical save +9 (+5 eff.) Mind save +9 (+5 eff.) Life Regen +2.00 Knockbk Resist +10% A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 22 block) iron shield (0 def, 2 armour, 22 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
4 agate 4 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. |
199 alchemist agate 199 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. |
opal 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. |
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. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
arcing pouch of steel shots (20/20, 120% power, 2 apr) arcing pouch of steel shots (20/20, 120% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Shots are used with slings to pummel your foes to death. |
pouch of steel shots of crippling (14/17, 118% power, 2 apr) pouch of steel shots of crippling (14/17, 118% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Master Weapon Damage 119% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +9.5% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
innervating elm totem of healing [power 110] (15 cooldown) innervating elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 ametrine 3 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. |
2 citrine 2 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. |
2 zircon 2 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 11
29th Dusk 122nd year of Ascendancy at 17:00 see stats
By Jinshogue the Halfling Rogue level 12
36th Dusk 122nd year of Ascendancy at 05:39 see stats
By Jinshogue the Halfling Rogue level 10
10th Mirth 122nd year of Ascendancy at 12:55 see stats
By Jinshogue the Halfling Rogue level 11
20th Dusk 122nd year of Ascendancy at 05:20 see stats
Log
Jinshogue uses Flurry.
Jinshogue performs a melee critical strike against The Shade!
The Shade is poisoned!
Jinshogue performs a melee critical strike against The Shade!
Jinshogue performs a melee critical strike against The Shade!
Jinshogue hits The Shade for 55 physical, 13 light, 36 physical, 13 light, 5 fire, 29 physical, 13 light, 36 physical, 13 light, 5 fire, 32 physical, 13 light, 17 physical, 13 light, 5 fire (299 total damage).
The Shade casts Displacement Shield.
The very fabric of space alters around The Shade.
Deadly Poison from Jinshogue hits The Shade for 39 nature damage.
Jinshogue uses Fan of Knives.
Your shield crumbles under the damage!
The shield around Jinshogue crumbles.
The Shade is afflicted by a crippling illness!
Jinshogue is recovering from the damage!
Jinshogue's Fan of Knives performs a melee critical strike against The Shade!
Jinshogue's Fan of Knives performs a melee critical strike against The Shade!
New Achievement: Fool of a Took! (Insane (Roguelike) difficulty)!
The Shade teleports some damage to Jinshogue!
Jinshogue's Fan of Knives hits Jinshogue for (33 absorbed), 55 teleported, 16 teleported (71 total damage).
Jinshogue's Fan of Knives hits The Shade for (55 teleported), 0 physical, (16 teleported), 0 light (0 total damage).
Jinshogue's Fan of Knives hits The Shade for (59 teleported), 0 physical, (16 teleported), 0 light (0 total damage).
Jinshogue's Fan of Knives hits Jinshogue for 59 teleported, 16 teleported (74 total damage).
Jinshogue's Fan of Knives hits The Shade for (51 teleported), 0 physical, (16 teleported), 0 light (0 total damage).
Jinshogue's Fan of Knives hits Jinshogue for 51 teleported, 16 teleported (67 total damage).
Jinshogue's Fan of Knives hits The Shade for (81 teleported), 0 physical, (16 teleported), 0 light (0 total damage).
Jinshogue's Fan of Knives hits Jinshogue for 81 teleported, 16 teleported (97 total damage).
Jinshogue's Fan of Knives hits The Shade for (106 teleported), 0 physical, (16 teleported), 0 light (0 total damage).
Jinshogue's Fan of Knives hits Jinshogue for 106 teleported, 16 teleported (122 total damage).
Jinshogue the level 12 halfling rogue was battered to death by himself, providing a free meal to the wildlife on level 3 of Ruins of Kor'Pul.
=====================
Damage dealt
=====================
43,606 physical
9,735 light
2,276 nature
656 fire
178 cold
123 blight
18 darkness
=====================
Damage taken
=====================
2,229 physical
1,548 fire
644 blight
331 arcane
329 cold
291 darkness
265 nature
189 light
149 mind
127 acid
78 temporal
46 lightning