Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 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.
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: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 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:
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 | Krog |
Class | Marauder |
Level / Exp | 25 / 17% |
Size | huge |
Lifes / Deaths | Killed by eldritch eye at level 25 on the 2nd Wintertide 123rd year of Ascendancy at 20:06 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 66 (base 50) |
Dexterity | 61 (base 53) |
Constitution | 27 (base 10) |
Magic | 8 (base 10) |
Willpower | 21 (base 10) |
Cunning | 21 (base 11) |
Resources
Life | -127/764 |
Psi | 131/131 |
Stamina | 215/294 |
Equilibrium | 0 |
Healing Factor | 1.1386945338482 |
Regeneration | 7.1168408365514 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Invisible | 6 |
Offense: Mainhand
Damage | 83 |
Accuracy | 48 |
Crit Chance | 17% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 66 |
Accuracy | 48 |
Crit Chance | 20% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +24% |
Fire | +6% |
Physical | +6% |
Cold | +24% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Defense: Base
Armour (hardiness) | 12 (49.007671158813%) |
Defense | 53 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 16 |
Mental Save | 31 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 55%( 70%) |
All | 0%( 70%) |
Lightning | + 64%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 9%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Confusion Resistance | 42% |
Stun Resistance | 52% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+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 |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of squid ink. 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 black mamba head. * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within5 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Splendourcrypt' (0 def, 1 armour) pair of rough leather boots 'Splendourcrypt' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +6% light Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +1 Resists +3% darkness Phys.save +8 (+4 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 A pair of boots made of leather. |
Light source | Blazethorn Blazethorn2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% light +9% cold Melee Ret 2 light ----- def ----- Max.HP +43.00 ---------- misc Light +4 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Khelolach the Cracklereaper (0 def, 3 armour) Khelolach the Cracklereaper (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +3 Fatigue +1% Resists +6% acid +3% blight +5% arcane +15% lightning ---------- misc Infravis +2 A cap made of leather. |
On hands | hardened leather gloves 'Heatdare' (10 def, 2 armour) hardened leather gloves 'Heatdare' (10 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.crit +4.0% Phys.pwr +15 (+3 eff.) Dmg.mod +6% physical +6% fire Acc +7 (+3 eff.) ----- def ----- Armour +2 Defense +10 (+4 eff.) Phys.save +5 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +22% ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Dimjam [power 300] (11/15 cooldown) Dimjam [power 300] (11/15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +3 Dex dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 14% Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 318 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 20% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.52 cold and 10.70 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | steel ring 'Gloroyaretha' steel ring 'Gloroyaretha'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Resists +15% lightning +6% fire Crit.chn- 10.00% Max.HP +60.00 Rings make your fingers look great! |
Around neck | wanderer's gold amulet wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | Kindleserpent the iron mace (14-19 power, 2 apr) Kindleserpent the iron mace (14-19 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +12% light On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 41% ----- def ----- Resists +6% temporal +5% arcane +6% darkness Blunt and deadly. |
Around waist | Fogwell the rough leather belt Fogwell the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% darkness Res.pen +10% darkness ----- def ----- Resists +6% nature +6% lightning Phys.save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | steel waraxe 'Flashwyrd' (12-17 power, 3 apr) steel waraxe 'Flashwyrd' (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Against +13% Unnatural On Hit: * 20% chance to slow global speed by 41% While equipped: Stats +2 Wil dps ---------- Melee Ret 2 lightning ----- def ----- Resists +30% cold +3% fire One-handed war axes. |
Cloak | Guwen the linen cloak (11 def, 0 armour) Guwen the linen cloak (11 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Crit.mult +10.00% Acc +5 (+2 eff.) ----- def ----- Defense +11 (+4 eff.) Resists +3% acid Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [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... |
Inventory
healing infusion of the warrior (heal 172; cd 10) healing infusion of the warrior (heal 172; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 350; 15 cd) regeneration infusion of the warrior (heal 350; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. 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. |
clarifying copper amulet of mastery (0.10 Technique / Battle tactics) clarifying copper amulet of mastery (0.10 Technique / Battle tactics)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% mind Confus- +20% ---------- misc Masteries +0.10 Technique/Battle tactics Amulets make your neck look great! |
copper amulet 'Sleetbender' copper amulet 'Sleetbender'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +18% cold Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Mind.save +6 (+3 eff.) Amulets make your neck look great! |
copper amulet of strength (+2) copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
clarifying steel amulet of dexterity (+3) clarifying steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +14% mind Confus- +20% Amulets make your neck look great! |
Abysskiss Abysskiss0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% fire +11% physical Acc +20 (+7 eff.) ----- def ----- Resists +11% physical Phys.save +9 (+5 eff.) Rings make your fingers look great! |
Shiverworth the copper ring Shiverworth the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +9% cold On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- HP.reg +1.00 Stun/Frz- +23% ---------- misc See.Invis +18 Rings make your fingers look great! |
mule's copper ring of the mountain (+11%) mule's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Fatigue -4% Resists +11% physical ---------- misc Max.enc +21 Rings make your fingers look great! |
warrior's copper ring of tenacity warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
marksman's steel ring of lightning (+22%) marksman's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
balanced iron longsword of dampening (12-16 power, 2 apr) balanced iron longsword of dampening (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Disrupt/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +8% acid +7% lightning +7% cold +7% fire +3% all Spell.save +6 (+5 eff.) Disarm- +23% Sharp, long, and deadly. |
balanced iron waraxe of erosion (11-15 power, 2 apr) balanced iron waraxe of erosion (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature/Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% One-handed war axes. |
balanced iron waraxe of massacre (16-22 power, 2 apr) balanced iron waraxe of massacre (16-22 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +25% One-handed war axes. |
iron waraxe 'Mardodig' (17-24 power, 2 apr) iron waraxe 'Mardodig' (17-24 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Apr +2 One-handed war axes. |
steel waraxe 'Bethoba' (12-16 power, 3 apr) steel waraxe 'Bethoba' (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 acid On Hit: * 10% chance to reduce armor by 9% On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Con +1 Mag dps ---------- Phys.crit +7.0% Phys.pwr +7 (+1 eff.) Res.pen +25% arcane ---------- misc Mana/turn +0.08 One-handed war axes. |
Ebonyrebel (20-28 power, 4 apr) Ebonyrebel (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 nature On Hit: * 10% chance to reduce armor by 9% While equipped: Stats +3 Con dps ---------- Res.pen +15% darkness +10% acid ----- def ----- Resists +15% darkness One-handed war axes. |
balanced iron dagger of massacre (14-18 power, 5 apr) balanced iron dagger of massacre (14-18 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Glacierbolt the dwarven-steel dagger (20-27 power, 7 apr) Glacierbolt the dwarven-steel dagger (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.0% Atk.spd 100% On Crit.r2 +4 cold While equipped: Stats +9 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% cold Apr +3 ----- def ----- Max.HP +49.00 ---------- misc Max.stam +30.00 Sharp, short and deadly. |
Torchquake the pouch of steel shots (16/16, 19-23 power, 2 apr) Torchquake the pouch of steel shots (16/16, 19-23 power, 2 apr)3.0 T2 shot ammo [Rare] Arcane Power 19.0 - 22.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +9 blight +16 fire On Hit.r1 +20 fire +20 temporal On Crit.r2 +8 fire On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 Shots are used with slings to pummel your foes to death. |
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 (+4 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 24.59 to 30.74 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. |
dreamer's cashmere robe (0 def, 0 armour) dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% darkness +10% mind +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+8 eff.) Mind.save +24 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing rough leather armour (3 def, 2 armour) cleansing rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% nature +11% blight 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. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 33.41 to 100.23 lightning damage (66.82 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
blurring rough leather belt of transcendence blurring rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Phys.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
Nereldarin the linen cloak (1 def, 0 armour) Nereldarin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +6% fire +6% light +6% darkness Mind.save +6 (+3 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Ulfogund' (1 def, 0 armour) linen cloak 'Ulfogund' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +3% physical Res.pen +5% acid ----- def ----- Defense +1 (+1 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindmire the pair of rough leather boots (0 def, 1 armour) Blindmire the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag ----- def ----- Armour +1 Resists +5% fire +5% cold ---------- misc Light +2 A pair of boots made of leather. |
Scabobsidian (0 def, 3 armour) Scabobsidian (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% nature +15% acid Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +3% cold HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unruneg the Obsidianschism (0 def, 3 armour) Unruneg the Obsidianschism (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Rimespitter the hardened leather gloves (0 def, 2 armour) Rimespitter the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +9% cold ----- def ----- Armour +2 Resists +2% physical +7% cold HP.reg +2.00 Stun/Frz- +10% Teleport- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Beilathasus' (0 def, 2 armour) hardened leather gloves 'Beilathasus' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +6 Dex +9 Cun +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +2 Resists +5% arcane +12% cold Phys.save +9 (+5 eff.) ---------- misc Light +3 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves of strength (+4) (0 def, 2 armour) umbral hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 5 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Resists +7% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Runufast the linen wizard hat (1 def, 0 armour) Runufast the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
Daimakhad the Icesage (16 def, 0 armour) Daimakhad the Icesage (16 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% lightning +6% cold Acc +20 (+7 eff.) ----- def ----- Defense +16 (+6 eff.) Resists +16% lightning Phys.save +3 (+2 eff.) Max.HP +20.00 A pointy cloth hat, very wizardly... |
Urodurim the Eclipsewrither (0 def, 1 armour) Urodurim the Eclipsewrither (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Crit.mult +5.00% Apr +2 ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness A cap made of leather. |
cleansing rough leather cap of strength (+3) (0 def, 1 armour) cleansing rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +6% blight A cap made of leather. |
Khelerig (27 def, 0 armour) Khelerig (27 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Defense +27 (+9 eff.) Resists +6% acid +9% temporal +21% nature Die.at -80.00 life ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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. |
2 aquamarine 2 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. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
183 alchemist agate 183 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. |
Grinyrath the brass lantern Grinyrath the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% temporal Crit.chn- 5.00% Phys.save +6 (+3 eff.) Heal.mod +12% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.16 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. |
Ichorwaker Ichorwaker2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% light +3% darkness ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Mofang (dig speed 38 turns) Mofang (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% nature Res.pen +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% nature Knockbk- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 58% 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. |
Starterror [power 105] (11/15 cooldown) Starterror [power 105] (11/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Con dps ---------- Melee Ret 4 light ----- def ----- Resists +3% acid Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of healing [power 284] (11/19 cooldown) overpowered ash totem of healing [power 284] (11/19 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
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 Raj the Krog Marauder level 19
24th Haze 122nd year of Ascendancy at 12:42 see stats
By Raj the Krog Marauder level 19
29th Haze 122nd year of Ascendancy at 06:17 see stats
By Raj the Krog Marauder level 19
34th Haze 122nd year of Ascendancy at 23:55 see stats
By Raj the Krog Marauder level 18
7th Haze 122nd year of Ascendancy at 19:20 see stats
By Raj the Krog Marauder level 10
3rd Summertide 122nd year of Ascendancy at 11:30 see stats
By Raj the Krog Marauder level 20
34th Haze 122nd year of Ascendancy at 23:55 see stats
By Raj the Krog Marauder level 25
2nd Wintertide 123rd year of Ascendancy at 20:02 see stats
By Raj the Krog Marauder level 10
5th Flare 122nd year of Ascendancy at 21:52 see stats
By Raj the Krog Marauder level 17
70th Dusk 122nd year of Ascendancy at 15:14 see stats
Log
Raj hits Bloated horror for 192 physical damage.
Raj hits Belalrata the saw horror for (95 to psi shield), 142 physical, 19 lightning, 0 arcane, (65 to psi shield), 98 physical (259 total damage).
Raj hits Headless horror for 411 physical, 21 lightning, 0 arcane, 582 physical (1015 total damage).
Raj hits Something for 436 physical damage.
Raj killed Belalrata the saw horror!
Raj killed Headless horror!
Raj killed Bloated horror!
Raj shakes off the crushing forces.
Curse of Death from Eldritch eye hits Raj for 34 darkness damage.
Bleeding from Belalrata the saw horror hits Raj for 5 physical damage.
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Raj uses Infusion: Movement.
Raj is moving at extreme speed!
--------------------------------
Ran for 3 turns (stop reason: taken damage).
Curse of Death from Eldritch eye hits Raj for 28 darkness damage.
Bleeding from Belalrata the saw horror hits Raj for 4 physical damage.
--------------------------------
Resting starts...
Rested for 2 turns (stop reason: taken damage).
Raj slows down.
Raj slows down.
Talent Dual Strike is ready to use.
Curse of Death from Eldritch eye hits Raj for 28 darkness damage.
Raj the level 25 krog marauder was shadowed to death by an eldritch eye on level 3 of Lake of Nur.
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Raj no longer revels in blood quite so much.