










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. 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:
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. 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 | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 27 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 27 on the 30th Dusk 123rd year of Ascendancy at 11:32 / 2Killed by elven corruptor at level 27 on the 30th Dusk 123rd year of Ascendancy at 12:11 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 20 (base 17) |
| Magic | 76 (base 58) |
| Willpower | 29 (base 10) |
| Cunning | 59 (base 48) |
Resources
| Life | -174/609 |
| Mana | 351/351 |
| Negative | 112/128 |
| Positive | 128/128 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 6.7941180348631 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 11 |
| Crit Chance | 22% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Acid | +9% |
| Light | +27% |
| Lightning | +15% |
| Darkness | +44% |
| Arcane | +9% |
| Fire | +27% |
| All | 0% |
Offense: Damage Penetration
| Acid | +50% |
| Light | +40% |
| Cold | +40% |
| Darkness | +38% |
| Physical | +30% |
| Mind | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 26 (42.65183292883%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 28 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 24%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 25%( 70%) |
| Mind | + 22%( 70%) |
| Lightning | + 32%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Disarm Resistance | 20% |
| Confusion Resistance | 0% |
| Knockback Resistance | 72% |
| Stun Resistance | 61% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 661% 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 676% 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. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by dreaming horror. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Moldzeal the pair of voratun boots (5 def, 11 armour) (On feet)]Moldzeal the pair of voratun boots (5 def, 11 armour) 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +14 (+3 eff.) (-) Ignore resists +5%(-) physical When Hit 2(-) physical defense ------ Armor +11 (-) Defense +5 (+1 eff.) (-) Fatigue +4% (-) Resistance +9%(-) acid +9%(-) fire +9%(-) cold +9%(-) nature +9%(-) lightning Unlife -20.00 life (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Rimelord (Light source)]Rimelord 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5%(-) cold defense ------ Resistance +6%(-) mind +6%(-) cold Mind save +6 (+3 eff.) (-) Unlife -20.00 life (-) Life +40.00 (-) other ------- Light +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. linen wizard hat 'Heatwish' (1 def, 0 armour) (On head)]linen wizard hat 'Heatwish' (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +9%(-) acid +11%(-) darkness +9%(-) arcane When Hit 2(-) fire defense ------ Defense +1 (+0 eff.) (-) Resistance +9%(-) acid +12%(-) fire +16%(-) darkness A pointy cloth hat, very wizardly... |
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil offense ------ Mindpower +5 (+2 eff.) (-) defense ------ Mind save +10 (+5 eff.) (-) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 9 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 | [vs. Wheel of Fate (On fingers, 1 of 2)]Wheel of Fate 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +5(-) Cun +6(-) Wil defense ------ Defense +10 (+3 eff.) (-) Life +20.00 (-) Life Regen +3.00 (-) Disarm Resist +20% (-) Pinning Resist +28% (-) Stun Resist +31% (-) Knockbk Resist +32% (-) other ------- Max psi +20.00 (-) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]steel quartz ring 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5(-1) Wil +0(-5) Cun offense ------ Spellpower +9 (+3 eff.) defense ------ Defense +0 (+0 eff.) (-10 (-3 eff.)) Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +30% (-1%) Knockbk Resist +0% (-32%) other ------- Max psi +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 (-) Fatigue -10% (-) Life +40.00 (-) Knockbk Resist +40% (-) other ------- Encumbrance +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. |
| In main hand | [vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]Isyta (25-30 power, 5 apr, darkness element) 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane/Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 (-) Critical Rate +4.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +4% (-) Spellpower +12 (+3 eff.) (-) Damage +25%(-) darkness Ignore resists +12%(-) darkness defense ------ Armor +6 (-) Hardiness +7% (-) Defense +11 (+3 eff.) (-) Resistance +6%(-) mind +1%(-) physical Crit Resistance 15.00% (-) Physical save +6 (+5 eff.) (-) other ------- Light +4 (-) Talents +1.00(-) Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 150.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]Storm Bringer's Gauntlets (0 def, 5 armour) 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6(-) Mag offense ------ Spell Crit +5% (-) Critical power +20.00% (-) Spellpower +12 (+3 eff.) (-) Damage +15%(-) lightning defense ------ Armor +5 (-) Resistance +15%(-) lightning Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 (-) Critical Rate +4.0% (-) Attack Speed 83% (-) On-hit +20(-) lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | [vs. Yarosta the Helltickler (0 def, 0 armour) (Main armor)]Yarosta the Helltickler (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: Stats +3(-) Cun offense ------ Spell Crit +7% (-) Spellpower +8 (+2 eff.) (-) On-Hit 0(-20) item acid corrode Damage +27%(-) fire +27%(-) light +8%(-) darkness Ignore resists +15%(-) light +25%(-) acid On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Resistance +11%(-) all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Eluriada the linen cloak (16 def, 0 armour) (Cloak)]Eluriada the linen cloak (16 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2(-) Cun +2(-) Dex offense ------ Physical Power +5 (+5 eff.) (-) Ignore resists +10%(-) mind Accuracy +4 (+4 eff.) (-) Ignore Armor +3 (-) defense ------ Defense +16 (+5 eff.) (-) Crit Resistance 5.00% (-) Unlife -40.00 life (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet 'Filthquell' (Around neck)]copper amulet 'Filthquell' 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3(-) Con offense ------ Mind Crit +5% (-) Mindpower +5 (+2 eff.) (-) Damage +6%(-) nature Ignore resists +10%(-) mind +10%(-) cold When Hit 4(-) mind defense ------ Physical save +6 (+5 eff.) (-) Life +37.00 (-) Life Regen +3.00 (-) Amulets make your neck look great! |
Inventory
wild infusion of the duelist (res 18%; magical, physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (266.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 266.00 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. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper amulet 'Filthquell' (Around neck)]starlit copper amulet of dexterity (+3) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex +0(-3) Con offense ------ Mind Crit +0% (-5%) Mindpower +0 (+0 eff.) (-5 (-2 eff.)) Damage +0%(-6%) nature Ignore resists +0%(-10%) mind +0%(-10%) cold When Hit 0(-4) mind defense ------ Resistance +10% light +11% darkness Physical save +0 (+0 eff.) (-6 (-5 eff.)) Life +0.00 (-37.00) Life Regen +0.00 (-3.00) Blind Resist +20% Amulets make your neck look great! |
[vs. copper amulet 'Filthquell' (Around neck)]warrior's gold amulet of willpower (+4) 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +0(-3) Con +4 Wil offense ------ Mind Crit +0% (-5%) Mindpower +0 (+0 eff.) (-5 (-2 eff.)) Damage +0%(-6%) nature Ignore resists +0%(-10%) mind +0%(-10%) cold When Hit 0(-4) mind defense ------ Resistance +6% physical Physical save +0 (+0 eff.) (-6 (-5 eff.)) Life +0.00 (-37.00) Life Regen +0.00 (-3.00) other ------- Stamina/turn +0.50 Amulets make your neck look great! |
[vs. Wheel of Fate (On fingers, 1 of 2)]copper ring 'Aralach' 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +5(-) Cun +5(-1) Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Armor +4 Defense +0 (+0 eff.) (-10 (-3 eff.)) Crit Resistance 5.00% Physical save +9 (+5 eff.) Unlife -20.00 life Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +0% (-31%) Knockbk Resist +0% (-32%) other ------- Max psi +0.00 (-20.00) Light +1 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]copper ring of the mind (+10%) 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +0(-5) Cun +0(-6) Wil offense ------ Damage +10% mind defense ------ Defense +0 (+0 eff.) (-10 (-3 eff.)) Resistance +10% mind Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +0% (-31%) Knockbk Resist +0% (-32%) other ------- Max psi +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]rogue's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3(-2) Cun +0(-6) Wil defense ------ Defense +6 (+2 eff.) (-4 (-1 eff.)) Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +0% (-31%) Knockbk Resist +0% (-32%) other ------- Max psi +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]warrior's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str +0(-5) Cun +0(-6) Wil defense ------ Armor +4 Defense +0 (+0 eff.) (-10 (-3 eff.)) Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +0% (-31%) Knockbk Resist +0% (-32%) other ------- Max psi +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Delazilagrim the Chargemark 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +0(-5) Cun +0(-6) Wil offense ------ Damage +12% light Ignore resists +15% lightning defense ------ Armor +4 Defense +0 (+0 eff.) (-10 (-3 eff.)) Resistance +24% light +12% blight Spell save +6 (+3 eff.) Unlife -40.00 life Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +0% (-31%) Knockbk Resist +0% (-32%) Teleport Resist +20% other ------- Max psi +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]steel quartz ring 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +3(-2) Cun +0(-6) Wil offense ------ On-Hit 9 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 24 defense ------ Defense +0 (+0 eff.) (-10 (-3 eff.)) Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +30% (-1%) Knockbk Resist +0% (-32%) other ------- Hate-on-crit +2.00 Max hate +7.00 Max psi +0.00 (-20.00) Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 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! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Isevena 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +0(-6) Wil +0(-5) Cun +2 Con offense ------ Physical Crit +6.0% Critical power +5.00% When Hit 2 physical defense ------ Defense +0 (+0 eff.) (-10 (-3 eff.)) Life +45.00 (+25.00) Life Regen +4.00 (+1.00) Disarm Resist +32% (+12%) Confus Resist +20% Pinning Resist +23% (-5%) Stun Resist +0% (-31%) Knockbk Resist +30% (-2%) other ------- Max psi +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Noonquench the gold ring 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +0(-5) Cun +5(-1) Wil offense ------ Physical Crit +5.0% Critical power +10.00% Ignore Armor +2 defense ------ Defense +0 (+0 eff.) (-10 (-3 eff.)) Resistance +9% acid +9% light Mind save +10 (+5 eff.) Unlife -40.00 life Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +0% (-31%) Knockbk Resist +0% (-32%) other ------- Stamina/turn +3.00 Max psi +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Bloodcaller 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: Stats +0(-5) Cun +0(-6) Wil defense ------ Defense +0 (+0 eff.) (-10 (-3 eff.)) Fatigue -5% Mind save -7 (-4 eff.) Life +0.00 (-20.00) Life Regen +0.00 (-3.00) Disarm Resist +0% (-20%) Pinning Resist +0% (-28%) Stun Resist +0% (-31%) Knockbk Resist +0% (-32%) other ------- Max psi +0.00 (-20.00) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]Boltsear (10-12 power, 2 apr, temporal element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Weapon Damage 10.0 - 12.0(-15.0 - -18.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-3) Critical Rate +2.5% (-2.0%) Attack Speed 100% (-) While equipped: Stats +2 Con offense ------ Spell Crit +8% (+4%) Spellpower +3 (+1 eff.) (-9 (-2 eff.)) Damage +3% lightning +19% temporal +0%(-25%) darkness Ignore resists +0%(-12%) darkness defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +0 (+0 eff.) (-11 (-3 eff.)) Resistance +9% lightning +0%(-1%) physical +0%(-6%) mind Crit Resistance 0.00% (-15.00%) Physical save +0 (+0 eff.) (-6 (-5 eff.)) other ------- Max stamina +30.00 Light +0 (-4) Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]Penitence (15-18 power, 4 apr, cold element) 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0(-10.0 - -12.0) Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 (-1) Critical Rate +0.0% (-4.5%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +10% (+6%) Spellpower +15 (+4 eff.) (+3 (+1 eff.)) Damage +0%(-25%) darkness Ignore resists +0%(-12%) darkness defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +0 (+0 eff.) (-11 (-3 eff.)) Resistance +30% blight +30% cold +0%(-6%) mind +0%(-1%) physical Crit Resistance 0.00% (-15.00%) Affinity +20% cold Physical save +0 (+0 eff.) (-6 (-5 eff.)) Spell save +15 (+7 eff.) other ------- Light +0 (-4) Talents +1.00(-) Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]cruel ash bonestaff of might (15-18 power, 3 apr, darkness element) 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Master Weapon Damage 15.0 - 18.0(-10.0 - -12.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 (-2) Critical Rate +3.0% (-1.5%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +14% (+10%) Critical power +11.00% Spellpower +6 (+2 eff.) (-6 (-1 eff.)) Damage +15%(-10%) darkness Ignore resists +0%(-12%) darkness defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +0 (+0 eff.) (-11 (-3 eff.)) Resistance +0%(-6%) mind +0%(-1%) physical Crit Resistance 0.00% (-15.00%) Physical save +0 (+0 eff.) (-6 (-5 eff.)) other ------- Light +0 (-4) Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]Blazebliss the yew starstaff (20-24 power, 4 apr, temporal element) 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0(-5.0 - -6.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 (-1) Critical Rate +3.5% (-1.0%) Attack Speed 100% (-) While equipped: Stats +3 Str +3 Dex +2 Mag +3 Cun offense ------ Spell Crit +3% (-1%) Spellpower +9 (+3 eff.) (-3 (+0 eff.)) Damage +0%(-25%) darkness +20% temporal Ignore resists +0%(-12%) darkness defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +7 (+2 eff.) (-4 (-1 eff.)) Resistance +0%(-6%) mind +0%(-1%) physical Crit Resistance 0.00% (-15.00%) Physical save +0 (+0 eff.) (-6 (-5 eff.)) other ------- Light +6 (+2) Talents +1.00(-) Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 112.02 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]magewarrior's short yew vilestaff (20-24 power, 4 apr, acid element) 5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Ego+] Master Weapon Damage 20.0 - 24.0(-5.0 - -6.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 (-1) Critical Rate +3.5% (-1.0%) Attack Speed 100% (-) While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% (+2%) Physical Power +6 (+6 eff.) Spellpower +16 (+4 eff.) (+4 (+1 eff.)) Damage +20% acid +0%(-25%) darkness Ignore resists +0%(-12%) darkness Accuracy +6 (+6 eff.) defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +0 (+0 eff.) (-11 (-3 eff.)) Resistance +0%(-6%) mind +0%(-1%) physical Crit Resistance 0.00% (-15.00%) Physical save +0 (+0 eff.) (-6 (-5 eff.)) other ------- Light +0 (-4) Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]Genocide (42-67 power, 4 apr) 3.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 20,Str 40 [Unique] Nature/Master Weapon Damage 42.0 - 67.2(+17.0 - +37.2) Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 (-1) Critical Rate +18.0% (+13.5%) Attack Speed 100% (-) Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con offense ------ Spell Crit +0% (-4%) Spellpower +0 (+0 eff.) (-12 (-3 eff.)) Damage +0%(-25%) darkness Ignore resists +0%(-12%) darkness defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +0 (+0 eff.) (-11 (-3 eff.)) Resistance +0%(-6%) mind +0%(-1%) physical Crit Resistance 0.00% (-15.00%) Resist Against +15% Orc Physical save +0 (+0 eff.) (-6 (-5 eff.)) Life Regen +0.50 other ------- Stamina/turn +1.00 Light +0 (-4) Telepathy Humanoid/Orc Talents +0(+-1) Command Staff Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]Shantiz the Stormblade (15-20 power, 20 apr) 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5(-10.0 - -10.5) Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 (+15) Critical Rate +10.0% (+5.5%) Attack Speed 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 offense ------ Spell Crit +0% (-4%) Spellpower +0 (+0 eff.) (-12 (-3 eff.)) Damage +0%(-25%) darkness Ignore resists +0%(-12%) darkness defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +0 (+0 eff.) (-11 (-3 eff.)) Resistance +0%(-6%) mind +0%(-1%) physical Crit Resistance 0.00% (-15.00%) Physical save +0 (+0 eff.) (-6 (-5 eff.)) Slow Projectiles +40% other ------- Light +0 (-4) Talents +0(+-1) Command Staff Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]vined mindstar 'Brandstoker' (6-6 power, 18 apr, nature damage) 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Weapon Damage 5.5 - 6.1(-19.5 - -23.9) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 (+13) Critical Rate +3.0% (-1.5%) Attack Speed 100% (-) On-hit +12 fire On-Hit, radius 1 +8 nature +16 fire On-crit, radius 2 +4 fire While equipped: offense ------ Spell Crit +0% (-4%) Mind Crit +2% Spellpower +0 (+0 eff.) (-12 (-3 eff.)) Mindpower +10 (+5 eff.) Damage +6% cold +0%(-25%) darkness +3% fire Ignore resists +5% nature +0%(-12%) darkness defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +0 (+0 eff.) (-11 (-3 eff.)) Resistance +0%(-1%) physical +9% nature +0%(-6%) mind Crit Resistance 0.00% (-15.00%) Physical save +0 (+0 eff.) (-6 (-5 eff.)) other ------- Light +0 (-4) Talents +1 Attune Mindstar +0(+-1) Command Staff 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. |
[vs. Isyta (25-30 power, 5 apr, darkness element) (In main hand)]horrifying thorny mindstar of storms (8-9 power, 24 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 8.5 - 9.4(-16.5 - -20.6) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 (+19) Critical Rate +3.5% (-1.0%) Attack Speed 100% (-) While equipped: Stats +3 Str +3 Dex +2 Mag +2 Wil +3 Cun +3 Con offense ------ Spell Crit +0% (-4%) Mind Crit +3% Spellpower +0 (+0 eff.) (-12 (-3 eff.)) Mindpower +6 (+3 eff.) On-Hit 9 lightning 5 mind 8 darkness Damage +4% lightning +5% mind +3%(-22%) darkness Ignore resists +4% lightning +0%(-12%) darkness defense ------ Armor +0 (-6) Hardiness +0% (-7%) Defense +0 (+0 eff.) (-11 (-3 eff.)) Resistance +9% lightning +0%(-1%) physical +0%(-6%) mind Crit Resistance 0.00% (-15.00%) Physical save +0 (+0 eff.) (-6 (-5 eff.)) other ------- Light +0 (-4) Talents +1 Attune Mindstar +0(+-1) Command Staff 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. |
[vs. Yarosta the Helltickler (0 def, 0 armour) (Main armor)]Robes of Deflection (0 def, 7 armour) 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Mag +0(-3) Cun +3 Con offense ------ Spell Crit +0% (-7%) Spellpower +5 (+2 eff.) (-3 (+0 eff.)) On-Hit 0(-20) item acid corrode Damage +0%(-27%) fire +0%(-27%) light +0%(-8%) darkness Ignore resists +0%(-15%) light +0%(-25%) acid defense ------ Armor +7 Hardiness +30% Resistance +7%(-4%) all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
[vs. Yarosta the Helltickler (0 def, 0 armour) (Main armor)]focusing cashmere robe of lightning (+22%) (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil +0(-3) Cun offense ------ Spell Crit +0% (-7%) Spellpower +0 (+0 eff.) (-8 (-2 eff.)) On-Hit 0(-20) item acid corrode Damage +15% lightning +0%(-27%) fire +0%(-27%) light +0%(-8%) darkness Ignore resists +0%(-15%) light +0%(-25%) acid defense ------ Resistance +22% lightning +11%(-) all other ------- Mana/turn +0.20 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Mighty Girdle (Around waist)]Cracklebane the rough leather belt 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+4 eff.) Ignore resists +5% temporal When Hit 6 lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +0 (-4) Fatigue +0% (+10%) Life +0.00 (-40.00) Knockbk Resist +0% (-40%) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +0 (-70) A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)]Ulyroddadil the Frigidripper 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Critical power +10.00% Mindpower +3 (+2 eff.) Damage +3% cold defense ------ Armor +0 (-4) Fatigue +0% (+10%) Physical save +6 (+3 eff.) Mind save +9 (+4 eff.) Life +0.00 (-40.00) Knockbk Resist +0% (-40%) other ------- Encumbrance +0 (-70) Psi when Hit +0.04 A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)]noble's rough leather belt 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Armor +0 (-4) Fatigue +0% (+10%) Resist Against +18% Summoned Life +0.00 (-40.00) Knockbk Resist +0% (-40%) other ------- Encumbrance +0 (-70) A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)]Jaw of Rogroth 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) defense ------ Armor +0 (-4) Fatigue +0% (+10%) Life +0.00 (-40.00) Knockbk Resist +0% (-40%) other ------- Encumbrance +0 (-70) Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
[vs. Eluriada the linen cloak (16 def, 0 armour) (Cloak)]Isloda (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +0(-2) Dex +3 Mag +2 Wil +1(-1) Cun offense ------ Physical Power +0 (+0 eff.) (-5 (-5 eff.)) Ignore resists +0%(-10%) mind Accuracy +0 (+0 eff.) (-4 (-4 eff.)) Ignore Armor +0 (-3) defense ------ Defense +1 (+0 eff.) (-15 (-5 eff.)) Resistance +3% acid Crit Resistance 0.00% (-5.00%) Mind save +5 (+2 eff.) Unlife +0.00 life (+40.00 life) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Eluriada the linen cloak (16 def, 0 armour) (Cloak)]Ulfuregotir (1 def, 2 armour) 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +0(-2) Dex +2 Mag +2 Wil +0(-2) Cun +3 Con offense ------ Physical Crit +1.0% Physical Power +0 (+0 eff.) (-5 (-5 eff.)) Ignore resists +0%(-10%) mind Accuracy +0 (+0 eff.) (-4 (-4 eff.)) Ignore Armor +3 (-) When Hit 4 physical defense ------ Armor +2 Defense +1 (+0 eff.) (-15 (-5 eff.)) Crit Resistance 0.00% (-5.00%) Spell save +6 (+3 eff.) Unlife +0.00 life (+40.00 life) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Eluriada the linen cloak (16 def, 0 armour) (Cloak)]enveloping linen cloak of Eldoral (7 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1(-1) Cun +2(-) Dex offense ------ Physical Power +0 (+0 eff.) (-5 (-5 eff.)) Ignore resists +0%(-10%) mind Accuracy +0 (+0 eff.) (-4 (-4 eff.)) Ignore Armor +0 (-3) defense ------ Defense +7 (+2 eff.) (-9 (-3 eff.)) Crit Resistance 0.00% (-5.00%) Physical save +6 (+3 eff.) Unlife +0.00 life (+40.00 life) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Moldzeal the pair of voratun boots (5 def, 11 armour) (On feet)]Murktouch the pair of rough leather boots (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Physical Crit +3.0% Spell Crit +2% Physical Power +4 (+4 eff.) Spellpower +0 (+0 eff.) (-14 (-3 eff.)) Spellpower/crit +6 Damage +3% darkness Ignore resists +15% darkness +0%(-5%) physical Ignore Armor +4 When Hit 0(-2) physical defense ------ Armor +1 (-10) Defense +0 (+0 eff.) (-5 (-1 eff.)) Fatigue +0% (-4%) Resistance +0%(-9%) acid +0%(-9%) fire +0%(-9%) cold +0%(-9%) nature +0%(-9%) lightning Unlife +0.00 life (+20.00 life) other ------- Mana-on-crit +1.00 A pair of boots made of leather. |
[vs. Moldzeal the pair of voratun boots (5 def, 11 armour) (On feet)]Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Spellpower +0 (+0 eff.) (-14 (-3 eff.)) Move Speed +20% Damage +15% cold Ignore resists +0%(-5%) physical When Hit 0(-2) physical defense ------ Armor +4 (-7) Defense +1 (+0 eff.) (-4 (-1 eff.)) Fatigue +7% (+3%) Resistance +0%(-9%) acid +0%(-9%) fire +20%(+11%) cold +10%(+1%) nature +0%(-9%) lightning Unlife +0.00 life (+20.00 life) other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2(-4) Mag offense ------ Spell Crit +0% (-5%) Critical power +0.00% (-20.00%) Spellpower +0 (+0 eff.) (-12 (-3 eff.)) Damage +4% arcane +0%(-15%) lightning defense ------ Armor +1 (-4) Resistance +0%(-15%) lightning Unarmed combat: Weapon Damage 7.5 - 8.2(-15.5 - -24.0) Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 (-9) Critical Rate +1.0% (-3.0%) Attack Speed 100% (+17%) On-hit +4 arcane +0(-20) lightning On-crit, radius 2 +7 arcane On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]Glowbiter the hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +0(-6) Mag +3 Con offense ------ Spell Crit +0% (-5%) Critical power +5.00% (-15.00%) Spellpower +0 (+0 eff.) (-12 (-3 eff.)) Mindpower +15 (+6 eff.) Damage +0%(-15%) lightning defense ------ Armor +2 (-3) Resistance +3% light +0%(-15%) lightning Physical save +12 (+6 eff.) Spell save +6 (+3 eff.) Mind save +12 (+6 eff.) Disarm Resist +34% other ------- EQ when Hit +0.08 Psi when Hit +0.04 Max hate +8.00 Unarmed combat: Weapon Damage 17.5 - 19.2(-5.5 - -13.0) Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 (-7) Critical Rate +3.0% (-1.0%) Attack Speed 100% (+17%) On-hit +0(-20) lightning +15 physical On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]brawler's hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +0(-6) Mag +3 Cun offense ------ Spell Crit +0% (-5%) Critical power +0.00% (-20.00%) Spellpower +0 (+0 eff.) (-12 (-3 eff.)) Damage +0%(-15%) lightning defense ------ Armor +2 (-3) Resistance +0%(-15%) lightning Physical save +8 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 15.5 - 17.1(-7.5 - -15.2) Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 (-7) Critical Rate +9.0% (+5.0%) Attack Speed 100% (+17%) On-hit +0(-20) lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Hit: 10% Set Up level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex +0(-6) Mag offense ------ Spell Crit +0% (-5%) Critical power +0.00% (-20.00%) Spellpower +0 (+0 eff.) (-12 (-3 eff.)) Damage +0%(-15%) lightning Accuracy +13 (+10 eff.) When Hit: * 18 arcane resource burn defense ------ Armor +2 (-3) Fatigue +3% Resistance +0%(-15%) lightning Spell save +16 (+8 eff.) Unarmed combat: Weapon Damage 20.0 - 28.0(-3.0 - -4.2) Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 (-1) Critical Rate +14.0% (+10.0%) Attack Speed 83% (-) On-hit +0(-20) lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Hit: * 20 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. linen wizard hat 'Heatwish' (1 def, 0 armour) (On head)]linen wizard hat 'Weepwire' (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +1 Wil +3 Cun offense ------ Critical power +5.00% Damage +0%(-9%) acid +0%(-11%) darkness +0%(-9%) arcane When Hit 2 nature 0(-2) fire defense ------ Defense +1 (+0 eff.) (-) Resistance +0%(-9%) acid +0%(-12%) fire +0%(-16%) darkness Physical save +3 (+2 eff.) Mind save +15 (+7 eff.) Unlife -20.00 life A pointy cloth hat, very wizardly... |
[vs. linen wizard hat 'Heatwish' (1 def, 0 armour) (On head)]linen wizard hat of lightning (+18%) (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +12% lightning +0%(-9%) arcane +0%(-11%) darkness +0%(-9%) acid When Hit 0(-2) fire defense ------ Defense +1 (+0 eff.) (-) Resistance +18% lightning +0%(-12%) fire +0%(-16%) darkness +0%(-9%) acid A pointy cloth hat, very wizardly... |
[vs. linen wizard hat 'Heatwish' (1 def, 0 armour) (On head)]Tarrosus (0 def, 3 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Con offense ------ Physical Power +3 (+3 eff.) Damage +0%(-9%) acid +0%(-11%) darkness +0%(-9%) arcane When Hit 0(-2) fire defense ------ Armor +3 Defense +0 (+0 eff.) (-1 (+0 eff.)) Fatigue +1% Resistance +0%(-9%) acid +6% temporal +6%(-10%) darkness +0%(-12%) fire Physical save +3 (+2 eff.) A cap made of leather. |
[vs. linen wizard hat 'Heatwish' (1 def, 0 armour) (On head)]rough leather cap 'Natureglamour' (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Damage +0%(-9%) acid +3%(-8%) darkness +12% cold +6% nature +0%(-9%) arcane Ignore resists +5% nature When Hit 2 nature 0(-2) fire defense ------ Armor +1 Defense +0 (+0 eff.) (-1 (+0 eff.)) Fatigue +1% Resistance +0%(-9%) acid +0%(-12%) fire +3% nature +0%(-16%) darkness A cap made of leather. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance 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. |
190 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Rimelord (Light source)]brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: offense ------ Ignore resists +0%(-5%) cold defense ------ Resistance +0%(-6%) mind +0%(-6%) cold Mind save +0 (+0 eff.) (-6 (-3 eff.)) Unlife +0.00 life (+20.00 life) Life +0.00 (-40.00) other ------- Light +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Eye of the Dreaming One (Tool)]Quenchprophet the iron pickaxe (dig speed 35 turns) 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) Damage +5% nature +12% cold Accuracy +10 (+9 eff.) defense ------ Resistance +1% physical +11% nature +3% darkness Mind save +0 (+0 eff.) (-10 (-5 eff.)) other ------- Stamina/turn +1.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Eye of the Dreaming One (Tool)]Tooth of the Mouth (dig speed 12 turns) 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: Stats +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) Damage +5% blight Ignore Armor +15 When Hit 10 draining blight defense ------ Mind save +0 (+0 eff.) (-10 (-5 eff.)) While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Eye of the Dreaming One (Tool)]miner's iron pickaxe (dig speed 27 turns) 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Mind save +0 (+0 eff.) (-10 (-5 eff.)) other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Eye of the Dreaming One (Tool)]dwarven-steel pickaxe of endurance (dig speed 30 turns) 3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +4 Str +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Fatigue -5% Mind save +0 (+0 eff.) (-10 (-5 eff.)) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Eye of the Dreaming One (Tool)]Prox's Lucky Halfling Foot 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Defense +5 (+2 eff.) Mind save +0 (+0 eff.) (-10 (-5 eff.)) other ------- Disarm Traps +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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Eye of the Dreaming One (Tool)]iron torque of clear mind [power 1] (25 cooldown) 2.0 Encumbrance T1 torque charm [Ego] Psionic While equipped: Stats +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Mind save +0 (+0 eff.) (-10 (-5 eff.)) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
[vs. Eye of the Dreaming One (Tool)]Abysscut [power 180] (15 cooldown) 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Dex +3(-2) Wil +2 Con offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) Damage +15% arcane When Hit 6 fire defense ------ Crit Resistance 15.00% Mind save +0 (+0 eff.) (-10 (-5 eff.)) Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
[vs. Eye of the Dreaming One (Tool)]The Jolt 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) Damage +10% mind +10% lightning defense ------ Mind save +0 (+0 eff.) (-10 (-5 eff.)) Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
[vs. Eye of the Dreaming One (Tool)]yew totem of stinging 'Sootguile' [power 242] (15 cooldown) 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) Ignore resists +20% darkness defense ------ Armor +6 Defense +10 (+3 eff.) Resistance +18% acid +9% cold +9% lightning Mind save +9 (+4 eff.) (-1 (-1 eff.)) Sting an enemy dealing 257 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 34% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Eye of the Dreaming One (Tool)]Tulytomas the yew wand of shielding [power 278] (20 cooldown) 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +4 Str +4 Dex +0(-5) Wil offense ------ Physical Crit +2.0% Mindpower +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Armor +8 Mind save +0 (+0 eff.) (-10 (-5 eff.)) Unlife -40.00 life other ------- Max stamina +30.00 Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Eye of the Dreaming One (Tool)] The CogThe Cog 0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3(-2) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Mind save +0 (+0 eff.) (-10 (-5 eff.)) 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kurama the Shalore Anorithil level 15
35th Haze 122nd year of Ascendancy at 19:59 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Kurama the Shalore Anorithil level 19
8th Decay 122nd year of Ascendancy at 14:32 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kurama the Shalore Anorithil level 26
10th Dusk 123rd year of Ascendancy at 12:54 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kurama the Shalore Anorithil level 10
8th Mirth 122nd year of Ascendancy at 15:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Kurama the Shalore Anorithil level 20
9th Decay 122nd year of Ascendancy at 09:30 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Kurama the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 23:01 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Kurama the Shalore Anorithil level 19
58th Haze 122nd year of Ascendancy at 22:15 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kurama the Shalore Anorithil level 9
5th Mirth 122nd year of Ascendancy at 14:23 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kurama the Shalore Anorithil level 11
2nd Summertide 122nd year of Ascendancy at 12:00 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kurama the Shalore Anorithil level 18
55th Haze 122nd year of Ascendancy at 01:33 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Kurama the Shalore Anorithil level 27
30th Dusk 123rd year of Ascendancy at 11:33 see stats
Log
Kurama hits Elven corruptor for (89 to prism), 0 light (0 total damage).
Rotting Disease from Grand Corruptor hits Kurama for (32 absorbed), 0 blight (0 total damage).
Elven corruptor casts Drain.
Your shield crumbles under the damage!
The shield around Kurama crumbles.
Elven corruptor hits Kurama for (62 absorbed), 62 blight (62 total damage).
Kurama is hexed!
Kurama's light area effect hits Elven corruptor for (45 to prism), 0 light (0 total damage).
Kurama casts Rune: Shielding.
A shield forms around Kurama.
Kurama casts Moonlight Ray.
Kurama's spell attains critical power!
Kurama hits Elven corruptor for (498 to prism), 0 darkness (0 total damage).
Something hits Kurama for (43 absorbed), 0 fire (0 total damage).
Rotting Disease from Grand Corruptor hits Kurama for (40 absorbed), 0 blight (0 total damage).
Elven corruptor casts Soul Rot.
Elven corruptor's spell attains critical power!
Kurama's light area effect hits Elven corruptor for (45 to prism), 0 light (0 total damage).
Elven corruptor's Soul Rot hits Kurama for (258 absorbed), 0 blight (0 total damage).
Kurama casts Bathe in Light.
Kurama's spell attains critical power!
Your shield crumbles under the damage!
The shield around Kurama crumbles.
Something hits Kurama for (38 absorbed), 5 fire (5 total damage).
Rotting Disease from Grand Corruptor hits Kurama for 40 blight damage.
Elven corruptor casts Bone Spear.
Elven corruptor hits Kurama for 174 physical damage.
Kurama the level 27 shalore anorithil was pierced to death by an elven corruptor on level 2 of Mark of the Spellblaze.















































































































