










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 23 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 11 on the 37th Dusk 122nd year of Ascendancy at 17:55 0 / 6Killed by Taumibo the thalore at level 14 on the 43rd Haze 122nd year of Ascendancy at 11:16 Killed by Meluscon the human at level 21 on the 34th Regrowth 123rd year of Ascendancy at 10:18 Killed by ritch flamespitter at level 21 on the 34th Regrowth 123rd year of Ascendancy at 11:12 Killed by Poltergeist Eye of Winter at level 23 on the 53rd Regrowth 123rd year of Ascendancy at 02:21 Killed by Poltergeist Eye of Summer at level 23 on the 53rd Regrowth 123rd year of Ascendancy at 05:04 |
Primary Stats
| Strength | 54 (base 20) |
| Dexterity | 89 (base 53) |
| Constitution | 21 (base 10) |
| Magic | 55 (base 36) |
| Willpower | 22 (base 10) |
| Cunning | 33 (base 12) |
Resources
| Life | -13/578 |
| Stamina | 100/196 |
| Healing Factor | 1.194804467222 |
| Regeneration | 7.4675279201375 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 27.712164534463 |
| See Invisible | 33.712164534463 |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 55 |
| Crit Chance | 11% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +28% |
| Light | +16% |
| Temporal | +3% |
| Cold | +34% |
| Arcane | +28% |
| Fire | +25% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Arcane | +25% |
| Cold | +40% |
| All | 0% |
| Lightning | +25% |
| Temporal | +15% |
| Physical | +10% |
| Fire | +25% |
| Nature | +6% |
Defense: Base
| Armour (hardiness) | 9 (38.594633868923%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 24 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 11%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 19%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 33% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 210 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)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 Minotaur. * 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. 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 bloated horror heart. * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. | 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 within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Erolerand the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Str +3 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +10% lightning +7% temporal +6% acid ---------- misc See.Invis +6 A pair of boots made of leather. |
| Quiver | deadly quiver of elven-wood arrows of vileness (10/19, 56-78 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane/Master Power 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Ranged+ +14 blight On Hit: * 18% chance to reduce strength, dexterity, and constitution by 21 Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Giligen the Skywilder (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Cun +8 Dex dps ---------- Dmg.mod +3% temporal Res.pen +5% temporal Apr +6 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +7% cold +15% darkness +9% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +4 A cap made of leather. |
| Tool | iron torque of clear mind 'Flashwolf' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% blight ----- def ----- Resists +9% blight +5% arcane +6% light Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | voratun ring 'Floesnake'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 10 frostdusk Dmg.mod +6% mind +9% cold Res.pen +6% nature +15% cold On Hit (Ranged): * 12% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Resists +6% mind Phys.save +10 (+5 eff.) HP.reg +6.00 Poison- +33% Stun/Frz- +33% Rings make your fingers look great! |
| Around waist | noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +7 Cun +6 Lck dps ---------- Against +17% Summoned ----- def ----- D.Red.from +23% Summoned Stealth +7 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
| In main hand | ash longbow of enduring4.0 T2 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +30.00 Longbows are used to shoot arrows at your foes. |
| On hands | Betoratta (10 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Str +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 4 arcane 4 lightning Dmg.mod +3% arcane +3% lightning Res.pen +10% physical +10% temporal Acc +20 (+6 eff.) ----- def ----- Armour +1 Defense +10 (+3 eff.) Mind.save +6 (+3 eff.) 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. |
| Main armor | battle-worn rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Phys.save +10 (+5 eff.) Max.HP +21.00 A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | hexstone gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Str ----- def ----- Resists +6% blight +7% fire ---------- misc Vim/s.crit +4.00 Max.vim +7.00 Amulets make your neck look great! |
Inventory
wild infusion of the warrior (res 26%; magical; dur 3; cd 15)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
biting gale rune of the wizard (damage 249; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 249.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 41; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 41 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 282; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 282 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
flowstone copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +5% physical +6% cold ---------- misc Stam/turn +0.40 Max.stam +10.00 Amulets make your neck look great! |
rogue's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +4 (+1 eff.) Resists +22% acid Rings make your fingers look great! |
wizard's copper ring of frost (+24%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Spell.save +6 (+3 eff.) Rings make your fingers look great! |
steel dagger of evisceration (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Sharp, short and deadly. |
fungal ash longbow of dampening4.0 T2 longbow 2H weapon [Ego] Nature/Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Con ----- def ----- Resists +14% acid +12% lightning +12% cold +14% fire +5% all Spell.save +8 (+4 eff.) ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 98 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
mighty yew longbow4.0 T3 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
sundering yew longbow4.0 T3 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +9 Atk.spd 100% Range +8 On Crit: * Sunders the enemy's weapon for 5 turns. Longbows are used to shoot arrows at your foes. |
chilling dwarven-steel longsword of evisceration (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 cold On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Sharp, long, and deadly. |
dwarven-steel longsword of corruption (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 Sharp, long, and deadly. |
frightening dwarven-steel longsword of dampening (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: 12% Instill Fear 2 While equipped: ----- def ----- Resists +9% acid +8% lightning +9% cold +8% fire +2% all Spell.save +5 (+2 eff.) Sharp, long, and deadly. |
serrated steel longsword of massacre (20-29 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with Bleed, causing 188 Physical damage over 5 turns. While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +7% physical Sharp, long, and deadly. |
truestriking dwarven-steel mace of corruption (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Death 3 While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +8 Blunt and deadly. |
warbringer's steel mace of enduring (12-17 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Nature/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +7 Wil +8 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +6% physical ----- def ----- Max.HP +10.00 Disarm- +10% Blunt and deadly. |
Poltergeist's Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Defense +4 (+1 eff.) Resists -10% fire Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
creative vined mindstar of life (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +24.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of flames (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +4% Melee+ 7 fire Dmg.mod +5% fire Res.pen +7% fire ----- def ----- Resists +7% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range 7 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
sundering hardened leather sling4.0 T3 sling 1H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 On Crit: * Sunders the enemy's weapon for 5 turns. Slings are used to hurl stones or metal shots at your foes. |
ash vilestaff of illumination (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.44 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. |
blighted ash magestaff of might (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold ---------- misc Vim/s.crit +3.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of wizardry (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +17 (+5 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's ash magestaff of invocation (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Spell.pwr +18 (+6 eff.) S.pwr/crit +6 Melee+ 21 arcane Dmg.mod +15% arcane ---------- misc Max.mana +38.00 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 33.22 to 39.86 arcane damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.10 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe of banishment (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Against +5% Horror +5% Demon On Crit: * Strike your target with a blast of Arcane energy dealing 77 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +10.00% One-handed war axes. |
warbringer's dwarven-steel waraxe (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +13% One-handed war axes. |
Naturebolt the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Defense +20 (+7 eff.) Resists +3% nature Die.at -40.00 life Max.HP +36.00 Silence- +10% Teleport- +20% A belt that goes around your waist. |
hardened leather belt 'Gloompride'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Mag +2 Wil +6 Cun dps ---------- Res.pen +20% darkness ----- def ----- HP.reg +1.70 Heal.mod +14% A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
Cloak of Ten Thousand Leaves (7 def, 0 armour) Cloak of Ten Thousand Leaves (7 def, 0 armour)2.0 T2 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% darkness +11% nature ----- def ----- Defense +7 (+2 eff.) Resists +16% darkness Affinity +11% nature ---------- misc Masteries +0.30 Cunning/Survival +0.30 Cursed/Darkness Each step you take heals you for 2.4% of your max life. Cloak yourself in the leaves of your cloak to enter stealth for 5 turns. Uses 30 power out of 50/50 This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
Oluneg (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Mag +4 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Blind- +20% Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
distorting cashmere cloak of Eldoral (9 def, 0 armour)2.0 T3 cloak armor [Ego+] Master/Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun ----- def ----- Defense +9 (+3 eff.) Proj.slow +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of vigor (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +1 Mag +2 Wil +2 Con dps ---------- Mov.spd +16% ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Spell.save +6 (+3 eff.) HP.reg +4.00 ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Borirand the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Wil dps ---------- Mind.crit +2% Dmg.mod +9% acid ----- def ----- Armour +1 Resists +6% fire +5% cold ---------- misc See.Invis +6 A pair of boots made of leather. |
Dairyblek (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +3% ----- def ----- Armour +3 Fatigue -3% Resists +3% mind Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Freezeoracle the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% nature +12% cold Res.pen +25% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glowgash the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +5 Dex +1 Cun +8 Lck dps ---------- Crit.mult +15.00% Melee Ret 4 mind ----- def ----- Armour +3 Stealth +8 ---------- misc Max.psi +40.00 Light +1 A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 43.14 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
brawler's rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Phys.save +6 (+3 eff.) ---------- misc 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. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+5 eff.) 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. |
stone warden's iron gauntlets of strength (+3) (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +7 Hardiness +5% Fatigue +1% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Zanerehir the rough leather cap (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% lightning +2% physical Phys.save +3 (+2 eff.) A cap made of leather. |
bladed rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 189.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
miner's dwarven-steel helm of the ravager (0 def, 5 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +2 Talents +1 Ravager Ravager: Passive - Increase Physicalpower by 6.75 per each enemy you can see in a radius of 2. The increase is based on your Strength stat. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +5 (+2 eff.) A cap made of leather. |
defiant cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Master/Psionic While equipped: Stats +4 Wil +4 Con ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% fire Mind.save +10 (+5 eff.) A suit of armour made of leather. |
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. |
steel shield of the occult (0 def, 4 armour, 56 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 20% chance to use Mystical Recovery and lower the cooldown of up to 1 spell, chronomancy, or celestial talent(s). This effect has a 20 turns cooldown. ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
barbed quiver of ash arrows of accuracy (19/19, 32-44 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +7 Crit +10.5% Capacity 19 On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of amnesia (19/21, 44-62 power, 14 apr)3.0 T4 arrow ammo [Ego+] Psionic Power 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
12 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. |
13 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. |
8 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. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
piercing steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Agent Forty-Skelly the Skeleton Archer level 15
46th Haze 122nd year of Ascendancy at 23:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Agent Forty-Skelly the Skeleton Archer level 14
26th Haze 122nd year of Ascendancy at 19:29 see stats
Earth Master
Killed Harkor'Zun.By Agent Forty-Skelly the Skeleton Archer level 20
17th Regrowth 123rd year of Ascendancy at 09:47 see stats
Exterminator
Killed 1000 creatures.By Agent Forty-Skelly the Skeleton Archer level 18
1st Decay 122nd year of Ascendancy at 16:13 see stats
Level 10
Got a character to level 10.By Agent Forty-Skelly the Skeleton Archer level 10
28th Dusk 122nd year of Ascendancy at 03:22 see stats
Level 20
Got a character to level 20.By Agent Forty-Skelly the Skeleton Archer level 20
13rd Regrowth 123rd year of Ascendancy at 21:49 see stats
The Arena
Unlocked Arena mode.By Agent Forty-Skelly the Skeleton Archer level 10
28th Dusk 122nd year of Ascendancy at 03:31 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Agent Forty-Skelly the Skeleton Archer level 15
48th Haze 122nd year of Ascendancy at 08:44 see stats
The secret city
Discovered the truth about mages.By Agent Forty-Skelly the Skeleton Archer level 12
43rd Dusk 122nd year of Ascendancy at 16:53 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Agent Forty-Skelly the Skeleton Archer level 17
80th Haze 122nd year of Ascendancy at 21:38 see stats
Log
Agent Forty-Skelly's Shoot hits Animated slime-covered dwarven-steel waraxe of crippling for 52 fire, 56 cold, 53 lightning, 53 arcane, 4 fire, 5 cold, 4 lightning, 4 arcane (233 total damage).
Agent Forty-Skelly shoots!
Animated slime-covered dwarven-steel waraxe of crippling is recovering from the damage!
Agent Forty-Skelly's Shoot hits Animated slime-covered dwarven-steel waraxe of crippling for 101 fire, 108 cold, 103 lightning, 103 arcane, 4 fire, 5 cold, 4 lightning, 4 arcane (434 total damage).
Animated slime-covered dwarven-steel waraxe of crippling uses Block.
Agent Forty-Skelly shoots!
Agent Forty-Skelly's Shoot hits Animated slime-covered dwarven-steel waraxe of crippling for (55 blocked), 0 fire, (59 blocked), 0 cold, (56 blocked), 0 lightning, (56 blocked), 0 arcane, (4 blocked), 0 fire, (5 blocked), 0 cold, (4 blocked), 0 lightning, (4 blocked), 0 arcane (0 total damage).
Poltergeist Eye of Summer uses Realign.
Poltergeist Eye of Summer receives 272 healing.
Animated slime-covered dwarven-steel waraxe of crippling uses Shield Pummel.
Agent Forty-Skelly reacts to an attack from Animated slime-covered dwarven-steel waraxe of crippling, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Agent Forty-Skelly crumbles.
Agent Forty-Skelly reacts to an attack from Animated slime-covered dwarven-steel waraxe of crippling, mitigating the blow!.
Agent Forty-Skelly is stunned!
Animated slime-covered dwarven-steel waraxe of crippling hits Agent Forty-Skelly for (34 reacted , -5 stam), (104 absorbed), 0 physical, (10 absorbed), 9 physical, (56 reacted , -5 stam), 125 physical, 19 physical (153 total damage).
Agent Forty-Skelly moves reluctantly!
Agent Forty-Skelly uses Headshot.
Agent Forty-Skelly's Headshot hits Animated slime-covered dwarven-steel waraxe of crippling for 47 fire, 51 cold, 48 lightning, 48 arcane (195 total damage).
Agent Forty-Skelly's Headshot killed Animated slime-covered dwarven-steel waraxe of crippling!
Poltergeist Eye of Summer's Beyond the Flesh performs a melee critical strike against Agent Forty-Skelly!
Agent Forty-Skelly burns with light!
Poltergeist Eye of Summer's Beyond the Flesh hits Agent Forty-Skelly for 243 physical, 12 fire, 23 physical, 15 fire, 66 light (360 total damage).
Poltergeist Eye of Summer performs a melee critical strike against Agent Forty-Skelly!
Agent Forty-Skelly reacts to an attack from Poltergeist Eye of Summer, mitigating the blow!.
Poltergeist Eye of Summer hits Agent Forty-Skelly for (28 reacted , -5 stam), 63 fire, 23 physical (86 total damage).
Agent Forty-Skelly the level 23 skeleton archer was chopped into tiny pieces to death by a Poltergeist Eye of Summer on level 3 of Ruined halfling complex.













































































































