Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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:
Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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:
Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Free Respec But only stats and talents 1.7.4Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats and talents freely at any time. based on Free Respec by youhei, which is based on Full Respecialization by Time to Die. Weight: 100 Superload: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Weaver (Sword Spider) |
Level / Exp | 40 / 9% |
Size | small |
Lifes / Deaths | Killed by Yvylaith the skeleton warrior at level 40 on the 3rd Summertide 123rd year of Ascendancy at 08:33 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 50 (base 32) |
Constitution | 34 (base 10) |
Magic | 10 (base 10) |
Willpower | 110 (base 60) |
Cunning | 74 (base 60) |
Resources
Life | -11/1371 |
Stamina | 437/467 |
Equilibrium | 21 |
Healing Factor | 1.675336564623 |
Regeneration | 50.103144123937 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +133.78937698818% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 10 |
See Stealth | 99.917859295659 |
See Invisible | 99.917859295659 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Barehand
Damage | 129 |
Accuracy | 53 |
Crit Chance | 64% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +10% |
Nature | +40% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Physical | +33% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 46 (65.65183292883%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 46 |
Mental Save | 46 |
Defense: Resistances
Acid | + 37%( 70%) |
Light | + 50%( 70%) |
Nature | + 61%( 70%) |
Blight | + 51%( 70%) |
Physical | + 36%( 70%) |
Darkness | + 28%( 70%) |
All | + 26%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Confusion Resistance | 55% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 829% 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. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Wild-gift / Threads and webs | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Dance of the weaver | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Chitin | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Weaver anatomy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Fungus | 1.40 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Emurianne the poison ivy. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Eilinegakira the master vampire. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by midge swarm. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Emae. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 390. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of the fox without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Equipment
On feet | invigorating pair of dwarven-steel boots of invasion (0 def, 4 armour) invigorating pair of dwarven-steel boots of invasion (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Mov.spd +10% Res.pen +8% physical ----- def ----- Armour +4 Fatigue -3% Max.HP +33.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(157 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Ravencutter the hardened leather cap (0 def, 7 armour) Ravencutter the hardened leather cap (0 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Armour +7 Fatigue +3% Resists +5% nature +20% blight Spell.save +5 (+1 eff.) Max.HP +67.00 Heal.mod +13% Blind- +20% A cap made of leather. |
Tool | Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | gladiator's gold ring of life gladiator's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Max.HP +43.00 HP.reg +7.00 Heal.mod +16% Rings make your fingers look great! |
On fingers | Dazzlevein the copper ring Dazzlevein the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% physical Apr +3 ----- def ----- Resists +15% acid +3% light +3% darkness Spell.save +6 (+2 eff.) Max.HP +40.00 HP.reg +7.00 Heal.mod +10% Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) ---------- misc Equi/turn -2.00 Masteries +0.20 Wild-gift/Cocoon utilization +0.20 Wild-gift/Threads and webs 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. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 80% Wil, 40% Cun Apr +18 Crit +12.0% Atk.spd 100% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 168.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
In off hand | living stralite shield of physical resistance (+14%) (0 def, 8 armour, 50-59 power, 139 block) living stralite shield of physical resistance (+14%) (0 def, 8 armour, 50-59 power, 139 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 49.5 - 59.4 Physical Uses 100% Dex Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +139 Melee+ +14 nature While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +14% blight +14% physical +13% nature Max.HP +39.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Coalkill (1 def, 0 armour) Coalkill (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +15 (+4 eff.) Res.pen +5% darkness ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
heroism infusion (die at -100; dur 7; cd 32) heroism infusion (die at -100; dur 7; cd 32)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 200 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 674%; cd 11) movement infusion of the wizard (speed 674%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 674% 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 38%; mental; dur 4; cd 13) wild infusion of the psychic (res 38%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (590.00 temporal damage, removed from time 4 turns) Rune of the Rift (590.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 590.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 60; cd 19) shatter afflictions rune (absorb 60; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 60 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
grounding steel amulet of willpower (+4) grounding steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% lightning Stun/Frz- +25% Amulets make your neck look great! |
stralite amulet of soulsearing stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +7 (+4 eff.) Dmg.mod +9% blight +11% fire Amulets make your neck look great! |
copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
steel ring of misery steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 38 On Hit (Ranged): * 13% chance to reduce all saves and defense by 38 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Lustreprophet Lustreprophet0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% cold Res.pen +25% light ----- def ----- Resists +9% lightning +26% cold Crit.chn- 15.00% Phys.save +12 (+6 eff.) Max.HP +100.00 Knockbk- +20% Rings make your fingers look great! |
gladiator's gold ring of frost (+30%) gladiator's gold ring of frost (+30%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +15% cold ----- def ----- Resists +30% cold Rings make your fingers look great! |
stralite ring of pilfering stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +8 ----- def ----- Defense +10 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
potent elven-wood magestaff of might (31-37 power, 5 apr, arcane element) potent elven-wood magestaff of might (31-37 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +16 (+6 eff.) Dmg.mod +31% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood vilestaff of might (25-30 power, 5 apr, blight element) shimmering elven-wood vilestaff of might (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +12 (+6 eff.) Dmg.mod +25% blight ---------- misc Mana/turn +0.18 Max.mana +66.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe 'Vorissra' (32-48 power, 2 apr) dwarven-steel battleaxe 'Vorissra' (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Phasing +20% Melee+ +21 blight On Hit: * 19% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Spell.crit +2% Phys.pwr +12 (+4 eff.) Dmg.mod +9% blight ----- def ----- Resists +9% temporal Massive two-handed battleaxes. |
Boridin the Stormsting (44-65 power, 3 apr) Boridin the Stormsting (44-65 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Rare] Arcane Power 43.5 - 65.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +24 light Against +35% Undead While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Dmg.mod +21% mind Melee Ret 8 lightning ---------- misc Equi/ret +0.16 Max.psi +50.00 Light +3 Massive two-handed battleaxes. |
thought-forged stralite battleaxe of crippling (42-64 power, 3 apr) thought-forged stralite battleaxe of crippling (42-64 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Master/Psionic Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 mind On Hit: * 28% chance to reduce all saves and defense by 38 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Cun +6 Wil dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
plaguebringer's dwarven-steel greatsword of daylight (36-58 power, 2 apr) plaguebringer's dwarven-steel greatsword of daylight (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight +14 light Against +24% Undead On Hit: 20% Epidemic 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +31% Massive two-handed swords. |
quick orite trident of amnesia (40-64 power, 13 apr) quick orite trident of amnesia (40-64 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Master/Psionic Power 40.0 - 64.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +17 (+5 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Cystfury (32-46 power, 5 apr) Cystfury (32-46 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Psionic Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +27 mind On Crit.r2 +8 nature +4 mind On Hit: * 42% chance to reduce all saves and defense by 38 While equipped: Stats +3 Cun +5 Wil ----- def ----- Resists +9% acid +12% darkness +9% nature Sharp, long, and deadly. |
plaguebringer's stralite longsword of massacre (41-57 power, 5 apr) plaguebringer's stralite longsword of massacre (41-57 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +11 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +19% Sharp, long, and deadly. |
stralite longsword of ruin (34-47 power, 5 apr) stralite longsword of ruin (34-47 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +14.00% Apr +7 Sharp, long, and deadly. |
enhanced dwarven-steel mace (28-40 power, 4 apr) enhanced dwarven-steel mace (28-40 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Nature Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Str +8 Dex +6 Mag +4 Wil +8 Cun +7 Con Blunt and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
blazebringer's dwarven-steel dagger of ruin (20-26 power, 7 apr) blazebringer's dwarven-steel dagger of ruin (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +46 fire While equipped: dps ---------- Phys.crit +8.0% Crit.mult +19.00% All.spd +4% Res.pen +11% fire Apr +7 Sharp, short and deadly. |
manaburning stralite dagger of disruption (28-36 power, 9 apr) manaburning stralite dagger of disruption (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Disrupt Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +17% Unnatural On Hit: * 18 arcane resource burn * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Sharp, short and deadly. |
arcing voratun dagger of amnesia (39-51 power, 9 apr) arcing voratun dagger of amnesia (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Psionic Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
warbringer's voratun dagger of ruin (36-47 power, 9 apr) warbringer's voratun dagger of ruin (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Crit.mult +24.00% Phys.pwr +8 (+3 eff.) Res.pen +9% physical Apr +10 ----- def ----- Disarm- +29% Sharp, short and deadly. |
pulsing mindstar of life (14-15 power, 32 apr, mind damage) pulsing mindstar of life (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +31.00 HP.reg +1.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Dex Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Dex Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
shocking dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 30-37 power, 80.5 block) shocking dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 30-37 power, 80.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Dex Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Melee+ 11 lightning Melee Ret 7 lightning ----- def ----- Armour +6 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield (0 def, 6 armour, 30-35 power, 82.5 block) windwalling dwarven-steel shield (0 def, 6 armour, 30-35 power, 82.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Dex Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +10 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +12% physical Shield.near.proj +26 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
icy stralite shield of mind resistance (+15%) (0 def, 8 armour, 54-65 power, 134 block) icy stralite shield of mind resistance (+15%) (0 def, 8 armour, 54-65 power, 134 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 54.0 - 64.8 Physical Uses 100% Dex Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +134 While equipped: dps ---------- Melee+ 16 cold Melee Ret 8 ice ----- def ----- Armour +8 Fatigue +8% Resists +15% mind ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield of shrapnel (0 def, 8 armour, 52-62 power, 147 block) swashbuckler's stralite shield of shrapnel (0 def, 8 armour, 52-62 power, 147 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 51.5 - 61.8 Physical Uses 100% Dex Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +147 While equipped: Stats +5 Str +4 Dex dps ---------- Acc +15 (+5 eff.) On shield block: * Cause enemies within radius 6 to bleed for 181 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Ichorstoker the linen robe (0 def, 2 armour) Ichorstoker the linen robe (0 def, 2 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +7 Dex +5 Mag +5 Wil dps ---------- Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 67% ----- def ----- Armour +2 Resists +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of frost (+16%) (0 def, 0 armour) linen robe of frost (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +7% all +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 61.07 to 76.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
verdant woollen robe of life (0 def, 0 armour) verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +7% blight +9% all Max.HP +46.00 HP.reg +2.30 Heal.mod +12% Poison- +22% Disease- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven cashmere robe of Linaniil (0 def, 0 armour) fearwoven cashmere robe of Linaniil (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +8% Mind.crit +3% Spell.pwr +20 (+8 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +18% darkness +13% physical Res.pen +5% darkness +8% physical ----- def ----- Resists +11% all ---------- misc Mana/turn +0.19 Max.mana +51.00 Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour (3 def, 2 armour) prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% light +11% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
enlightening reinforced leather armour of cold resistance (12 def, 7 armour) enlightening reinforced leather armour of cold resistance (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Master/Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +20% cold Mind.save +15 (+5 eff.) A suit of armour made of leather. |
searing stralite mail armour of spell shielding (4 def, 8 armour) searing stralite mail armour of spell shielding (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane While equipped: dps ---------- Melee+ 13 acid 15 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +17% acid +17% fire +7% arcane Spell.save +15 (+5 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel plate armour of natural resilience (0 def, 23 armour) impenetrable dwarven-steel plate armour of natural resilience (0 def, 23 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +23 Fatigue +22% Resists +13% nature +13% blight D.Red.from +11% Unnatural A suit of armour made of metal plates. |
Betodawe the Eclipsegrinder Betodawe the Eclipsegrinder1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +7 Dex +7 Wil +3 Cun dps ---------- Dmg.mod +24% darkness ----- def ----- Crit.chn- 10.00% Phys.save +11 (+6 eff.) Spell.save +11 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +2 A belt that goes around your waist. |
Falefang Falefang1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Con ----- def ----- Resists +6% acid +3% darkness +6% blight +9% fire +6% light A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of backstabbing (2 def, 0 armour) cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +16.00% Acc +10 (+3 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of Eldoral (2 def, 0 armour) murderer's cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flameguile (0 def, 1 armour) Flameguile (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +9% fire Res.pen +10% fire On Hit (Melee): * 10% chance to slow global speed by 67% ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Weepstalker (10 def, 1 armour) Weepstalker (10 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +5 Wil +3 Cun +3 Con dps ---------- Phys.crit +4.0% Dmg.mod +3% nature ----- def ----- Armour +1 Defense +10 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour) wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +4 Cun +3 Con ----- def ----- Armour +3 Phys.save +15 (+8 eff.) Mind.save +13 (+4 eff.) ---------- misc Stam/turn +0.70 Max.stam +20.00 A pair of boots made of leather. |
insulating pair of dwarven-steel boots of void walking (0 def, 4 armour) insulating pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +11% darkness +13% temporal ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +12% temporal +13% darkness +10% cold Def/telep +15 Res/telep +12% Dur/telep +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of dwarven-steel boots of void walking (0 def, 9 armour) reinforced pair of dwarven-steel boots of void walking (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Res.pen +13% darkness +10% temporal ----- def ----- Armour +9 Fatigue +3% Resists +8% acid +16% temporal +18% darkness +8% fire +7% lightning +7% cold Def/telep +16 Res/telep +14% Dur/telep +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour) undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +29% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 80% Wil, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 12.0 - 16.8 Physical Uses 80% Wil, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
scouring voratun gauntlets of archery (0 def, 3 armour) scouring voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Apr +12 On Melee Ret: * 30 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +13 (+4 eff.) Unarmed combat: Power 29.0 - 40.6 Physical Uses 80% Wil, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +22 Crit +10.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: * 26 arcane resource burn Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
eldritch cashmere wizard hat (2 def, 0 armour) eldritch cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.30 Mana/ret +1.70 Max.mana +58.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 6 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of frost (+7%) (2 def, 0 armour) fearwoven cashmere wizard hat of frost (+7%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +7% physical +9% darkness +12% cold ----- def ----- Defense +2 (+1 eff.) Resists +7% physical +10% darkness +18% cold ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat of darkness (+19%) (2 def, 0 armour) spellwoven cashmere wizard hat of darkness (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +4 (+2 eff.) Dmg.mod +13% darkness ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness ---------- misc Mana/turn +0.19 A pointy cloth hat, very wizardly... |
insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
rough leather cap 'Islivea' (0 def, 1 armour) rough leather cap 'Islivea' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +20% mind Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+2 eff.) Mind.save +9 (+3 eff.) A cap made of leather. |
Ulydunadin the Pitchripper (0 def, 3 armour) Ulydunadin the Pitchripper (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% darkness Melee Ret 2 blight ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Max.hate +4.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the bounder (0 def, 3 armour) iron helm of the bounder (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 37.1 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the bounder (0 def, 4 armour) dwarven-steel helm of the bounder (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str +5 Dex ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 37.1 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
167 alchemist agate 167 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
piercing elven-wood wand of clairvoyance [power 12] (15 cooldown) piercing elven-wood wand of clairvoyance [power 12] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 12, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Emae the Yeek Weaver level 37
26th Pyre 123rd year of Ascendancy at 13:47 see stats
By Emae the Yeek Weaver level 36
41st Regrowth 123rd year of Ascendancy at 03:58 see stats
By Emae the Yeek Weaver level 29
53rd Haze 122nd year of Ascendancy at 22:24 see stats
By Emae the Yeek Weaver level 9
51st Dusk 122nd year of Ascendancy at 06:00 see stats
By Emae the Yeek Weaver level 38
2nd Summertide 123rd year of Ascendancy at 15:14 see stats
By Emae the Yeek Weaver level 38
2nd Summertide 123rd year of Ascendancy at 11:39 see stats
By Emae the Yeek Weaver level 25
39th Haze 122nd year of Ascendancy at 02:02 see stats
By Emae the Yeek Weaver level 21
21st Haze 122nd year of Ascendancy at 23:03 see stats
By Emae the Yeek Weaver level 31
23rd Regrowth 123rd year of Ascendancy at 00:41 see stats
By Emae the Yeek Weaver level 23
26th Haze 122nd year of Ascendancy at 17:00 see stats
By Emae the Yeek Weaver level 10
59th Dusk 122nd year of Ascendancy at 06:20 see stats
By Emae the Yeek Weaver level 20
11st Haze 122nd year of Ascendancy at 04:31 see stats
By Emae the Yeek Weaver level 30
16th Regrowth 123rd year of Ascendancy at 19:48 see stats
By Emae the Yeek Weaver level 40
3rd Summertide 123rd year of Ascendancy at 05:17 see stats
By Emae the Yeek Weaver level 28
49th Haze 122nd year of Ascendancy at 01:41 see stats
By Emae the Yeek Weaver level 22
24th Haze 122nd year of Ascendancy at 07:18 see stats
By Emae the Yeek Weaver level 39
2nd Summertide 123rd year of Ascendancy at 18:25 see stats
By Emae the Yeek Weaver level 9
58th Dusk 122nd year of Ascendancy at 18:33 see stats
By Emae the Yeek Weaver level 27
47th Haze 122nd year of Ascendancy at 14:46 see stats
By Emae the Yeek Weaver level 19
10th Haze 122nd year of Ascendancy at 19:15 see stats
By Emae the Yeek Weaver level 35
40th Regrowth 123rd year of Ascendancy at 19:44 see stats
Log
Grappled from Yvylaith the skeleton warrior hits Emae for 69 physical damage.
Emae shrugs off the effect 'Frozen'!
Emae is crippled.
Emae is stunned!
Something hits Emae for 164 physical, (8 antimagic), 0 cold, (11 antimagic), 0 acid, (8 antimagic), 0 fire, (14 antimagic), 0 arcane, (5 antimagic), 0 lightning, (3 antimagic), 0 acid, (4 antimagic), 0 fire, (4 antimagic), 0 cold, (4 antimagic), 0 lightning (164 total damage).
Grappling hits Emae for 11 physical, 1 physical (12 total damage).
Grappled from Yvylaith the skeleton warrior hits Emae for 74 physical damage.
Emae misses Something.
Something hits Emae for 99 physical, (9 antimagic), 0 cold, (12 antimagic), 0 acid, (8 antimagic), 0 fire, (15 antimagic), 0 arcane, (6 antimagic), 0 lightning, (4 antimagic), 0 acid, (5 antimagic), 0 fire, (5 antimagic), 0 cold, (4 antimagic), 0 lightning, 105 physical, (9 antimagic), 0 cold, (12 antimagic), 0 acid, (8 antimagic), 0 fire, (15 antimagic), 0 arcane, (6 antimagic), 0 lightning, (4 antimagic), 0 acid, (5 antimagic), 0 fire, (5 antimagic), 0 cold, (4 antimagic), 0 lightning (204 total damage).
Grappling hits Emae for 1 physical, 1 physical (2 total damage).
Talent Set Up is ready to use.
Talent Six Moves to Kill is ready to use.
Talent Mana Clash is ready to use.
Grappled from Yvylaith the skeleton warrior hits Emae for 74 physical damage.
Emae is encased in ice!
Emae deactivates Antimagic Shield.
Emae deactivates Stress Response.
Something hits Emae for 45 physical, (9 antimagic), 0 cold, (12 antimagic), 0 acid, (8 antimagic), 0 fire, (15 antimagic), 0 arcane, (6 antimagic), 0 lightning, (4 antimagic), 0 acid, (5 antimagic), 0 fire, (5 antimagic), 0 cold, (4 antimagic), 0 lightning, 45 physical, (9 antimagic), 0 cold, (12 antimagic), 0 acid, (8 antimagic), 0 fire, (15 antimagic), 0 arcane, (6 antimagic), 0 lightning, (4 antimagic), 0 acid, (5 antimagic), 0 fire, (5 antimagic), 0 cold, (4 antimagic), 0 lightning (91 total damage).
Grappling hits Emae for 1 physical damage.
Emae forces the iceblock to shatter.
Emae sees his enemies return to nature!
Emae is free from the ice.
Emae hits Something for 39 physical, 0 arcane, 3 mind, 2 physical, 19 nature, 6 mind (67 total damage).
Emae reacts immediately after taking severe wounds!
Emae is free from the grapple.
Something hits Emae for 83 physical, 9 cold, 12 acid, 8 fire, 15 arcane, 6 lightning, 4 acid, 5 fire, 5 cold, 4 lightning, 633 physical (783 total damage).
Grappling hits Emae for 2 physical damage.
Emae the level 40 yeek weaver was torn limb from limb to death by Yvylaith the skeleton warrior on level 1 of Unremarkable Cave.