Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 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: 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 Adventure |
Sex | Female |
Race | Skeleton |
Class | Reaver |
Level / Exp | 17 / 41% |
Size | medium |
Lifes / Deaths | Killed by arcane crystal at level 5 on the 7th Mirth 122nd year of Ascendancy at 20:38 3 / 3Killed by worm that walks at level 17 on the 10th Haze 122nd year of Ascendancy at 02:47 Killed by ReaveyNheat at level 17 on the 10th Haze 122nd year of Ascendancy at 03:20 |
Primary Stats
Strength | 45 (base 25) |
Dexterity | 39 (base 11) |
Constitution | 28 (base 22) |
Magic | 48 (base 42) |
Willpower | 10 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 510/510 |
Vim | 111/191 |
Healing Factor | 1.1456298990388 |
Regeneration | 7.1601868689925 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
Offense: Mainhand
Damage | 54 |
Accuracy | 56 |
Crit Chance | 16% |
APR | 19 |
Speed | 0.91 |
Offense: Offhand
Damage | 29 |
Accuracy | 56 |
Crit Chance | 5% |
APR | 18 |
Speed | 0.91 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Light | +18% |
Blight | +13% |
Cold | +15% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Light | +25% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 57.723073231957 (96.438666929426%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 19 |
Physical Save | 29 |
Spell Save | 26 |
Mental Save | 21 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 6%( 70%) |
Cold | + 19%( 70%) |
All | 0%( 70%) |
Darkness | + 14%( 70%) |
Light | + 17%( 70%) |
Temporal | + 6%( 70%) |
Fire | + 21%( 70%) |
Nature | + 5%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 28% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Knockback Resistance | 40% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Plague | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
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 |
You failed to protect the lost defiler from death by Adyna the multi-hued crystal. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 |
Equipment
On feet | Daimerand the Glimmerraze (10 def, 3 armour) Daimerand the Glimmerraze (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +1 Con ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% Resists +3% light Phys.save +12 (+6 eff.) Mind.save +14 (+7 eff.) Blind- +20% Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Unrudunalin' brass lantern 'Unrudunalin'2.0 T1 lite [Rare] Arcane While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Melee Ret 12 fire 2 physical ----- def ----- Defense +5 (+1 eff.) Resists +6% fire Die.at -40.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Erytorim (15 def, 3 armour) Erytorim (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +1 Mag ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Resists +11% light +11% darkness ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | hardened leather gloves 'Shiverblow' (25 def, 2 armour) hardened leather gloves 'Shiverblow' (25 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 cold Dmg.mod +6% cold Res.pen +15% cold On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +2 Defense +25 (+8 eff.) Resists +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | marksman's steel ring of perseverance marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
On fingers | Galesastir the Tideslicer Galesastir the Tideslicer0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +9% cold ----- def ----- Resists +12% acid +3% light +6% blight +12% cold +5% nature Poison- +13% Disease- +12% Rings make your fingers look great! |
Around neck | Eilinanne the Suntaint Eilinanne the Suntaint0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +8 Lck dps ---------- Dmg.mod +12% light +3% fire Res.pen +25% light Acc +6 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +3% darkness Spell.save +12 (+6 eff.) Unseen.red 12% Amulets make your neck look great! |
In main hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | steel mace 'Beogen' (14-20 power, 3 apr) steel mace 'Beogen' (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +7 (+3 eff.) ----- def ----- Armour +16 Resists +6% temporal Die.at -20.00 life HP.reg +4.00 Blunt and deadly. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | impenetrable iron plate armour of fire resistance (0 def, 12 armour) impenetrable iron plate armour of fire resistance (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +15% fire A suit of armour made of metal plates. |
Inventory
healing infusion (heal 57; cd 11) healing infusion (heal 57; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -246; dur 6; cd 32) heroism infusion (die at -246; dur 6; cd 32)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -246 life. The duration and life will increase by 1% for every 1% life you have lost (currently 246 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -264; dur 6; cd 34) heroism infusion of the duelist (die at -264; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -264 life. The duration and life will increase by 1% for every 1% life you have lost (currently 264 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 533%; cd 17) movement infusion of the psychic (speed 533%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 533% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 183; 14 cd) regeneration infusion of the sneak (heal 183; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 359; 13 cd) regeneration infusion of the wizard (heal 359; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 18%; physical; dur 4; cd 12) wild infusion of the sneak (res 18%; physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 26%; physical; dur 4; cd 10) wild infusion of the wizard (res 26%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 4; phase 16; cd 13) blink rune of the warrior (range 4; phase 16; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, physical, nature, mind) Prismatic Rune (6 turns; acid, physical, nature, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 5 nature, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 7; resist 15%; move 33%; dur 5; cd 20) ethereal rune (power 7; resist 15%; move 33%; dur 5; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 33% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 105; dur 4; cd 16) shielding rune (absorb 105; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 105 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 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... |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of vision steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +13% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets make your neck look great! |
psionicist's copper ring of arcana (+0.10/turn) psionicist's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
wizard's steel ring wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
elm magestaff 'Furnacebane' (10-12 power, 2 apr, arcane element) elm magestaff 'Furnacebane' (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +1% Spell.pwr +9 (+4 eff.) Melee+ 17 arcane Dmg.mod +9% lightning +9% fire +10% arcane +15% mind Res.pen +15% mind ----- def ----- Resists +3% fire ---------- misc Max.mana +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of might (15-18 power, 3 apr, cold element) 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 +8% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel greatmaul (28-42 power, 2 apr) balanced steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +34% Massive two-handed mauls. |
steel greatmaul of paradox (28-41 power, 2 apr) steel greatmaul of paradox (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 temporal While equipped: ----- def ----- Resists +10% temporal Massive two-handed mauls. |
balanced iron greatsword of daylight (16-25 power, 1 apr) balanced iron greatsword of daylight (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +10% Undead While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +31% Massive two-handed swords. |
Hurygar the Breezestone (14-19 power, 3 apr) Hurygar the Breezestone (14-19 power, 3 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +6 darkness Against +5% Living On Hit.r1 +4 arcane On Crit.r2 +12 nature While equipped: Stats +2 Con ----- def ----- Armour +4 Resists +5% arcane Sharp, long, and deadly. |
iron longsword of massacre (18-26 power, 2 apr) iron longsword of massacre (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Gleammoon (12-18 power, 2 apr) Gleammoon (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 cold While equipped: dps ---------- Phys.crit +3.0% Res.pen +15% light ----- def ----- Defense +20 (+6 eff.) ---------- misc Stam/turn +3.00 Light +2 Blunt and deadly. |
balanced iron mace of dampening (14-20 power, 2 apr) balanced iron mace of dampening (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Disrupt/Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +7% acid +7% lightning +8% cold +8% fire +3% all Spell.save +5 (+3 eff.) Disarm- +20% Blunt and deadly. |
iron mace of paradox (13-18 power, 2 apr) iron mace of paradox (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 temporal While equipped: ----- def ----- Resists +6% temporal Blunt and deadly. |
Glorekira the Prismcut (12-18 power, 2 apr) Glorekira the Prismcut (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 light On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Mag ----- def ----- Defense +5 (+1 eff.) Resists +3% lightning Crit.dmg- 5.00% One-handed war axes. |
iron waraxe (12-17 power, 2 apr) iron waraxe (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe (12-16 power, 2 apr) iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe 'Grinoruigrim' (10-14 power, 2 apr) iron waraxe 'Grinoruigrim' (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 blight +6 temporal +12 mind While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% blight ----- def ----- Resists +5% temporal One-handed war axes. |
flaming dwarven-steel waraxe of massacre (28-39 power, 4 apr) flaming dwarven-steel waraxe of massacre (28-39 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +10 fire One-handed war axes. |
iron dagger of paradox (10-13 power, 5 apr) iron dagger of paradox (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 temporal While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
arcing steel dagger (12-16 power, 6 apr) arcing steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Sharp, short and deadly. |
arcing steel dagger of the mystic (14-18 power, 6 apr) arcing steel dagger of the mystic (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +5 (+3 eff.) Sharp, short and deadly. |
Shocktrencher the vined mindstar (6-7 power, 18 apr, mind damage) Shocktrencher the vined mindstar (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 6.0 - 6.6 Mind 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% On Hit.r1 +16 mind On Crit.r2 +8 lightning While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Melee+ 4 mind 4 darkness Dmg.mod +4% mind +3% darkness Res.pen +15% light ---------- misc Max.psi +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+8 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Shockpiety the ash longbow Shockpiety the ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 cold On Hit: * 20% chance to reduce all saves and defense by 11 While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +18% cold Res.pen +15% lightning +14% physical +20% mind Acc +9 (+3 eff.) ----- def ----- Resists +6% lightning Longbows are used to shoot arrows at your foes. |
quiver of elm arrows 'Cinderpall' (19/19, 18-26 power, 11 apr) quiver of elm arrows 'Cinderpall' (19/19, 18-26 power, 11 apr)3.0 T1 arrow ammo [Rare] Psionic Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +2.0% Capacity 19 Proj.spd +100% Ranged+ +4 fire +14 darkness Against +11% Living On Hit: * 20% chance to slow global speed by 36% Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows of erosion (23/23, 46-64 power, 10 apr) deadly quiver of yew arrows of erosion (23/23, 46-64 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Master Power 46.0 - 64.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Ranged+ +8 nature Arrows are used with bows to pierce your foes to death. |
barbed pouch of steel shots (16/16, 26-31 power, 2 apr) barbed pouch of steel shots (16/16, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 16 On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Siladann' (19/19, 18-22 power, 2 apr) pouch of steel shots 'Siladann' (19/19, 18-22 power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 18.5 - 22.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +20 acid +12 cold On Hit.r1 +20 acid On Crit.r2 +7 cold On Hit: * 10% chance to reduce armor by 30% Shots are used with slings to pummel your foes to death. |
flaming steel shield of fire resistance (+16%) (0 def, 4 armour, 40 block) flaming steel shield of fire resistance (+16%) (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 6 fire ----- def ----- Armour +4 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
acidic dwarven-steel shield of acid resistance (+19%) (0 def, 6 armour, 72 block) acidic dwarven-steel shield of acid resistance (+19%) (0 def, 6 armour, 72 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 4 acid ----- def ----- Armour +6 Fatigue +8% Resists +19% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Cuthulen (0 def, 0 armour) Cuthulen (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +9 Mag +8 Wil +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +20 (+6 eff.) Spell.pwr +7 (+4 eff.) S.pwr/crit +4 Dmg.mod +10% acid +15% physical +8% fire +8% cold ----- def ----- Resists +12% acid +13% physical +12% cold +13% fire +9% all Silence- +25% ---------- misc Mana/turn +0.15 Psi/turn +0.18 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic hardened leather armour (9 def, 6 armour) prismatic hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +14% light +15% darkness A suit of armour made of leather. |
radiant steel mail armour (2 def, 6 armour) radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +12% blight +12% darkness ---------- misc Light +1 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating dwarven-steel plate armour of fire resistance (0 def, 11 armour) rejuvenating dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +17% fire HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
Blastknave (1 def, 0 armour) Blastknave (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Mag +4 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sootgrind the linen cloak (6 def, 8 armour) Sootgrind the linen cloak (6 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% light Melee Ret 2 darkness ----- def ----- Armour +8 Defense +6 (+2 eff.) Resists +3% blight +3% temporal Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (7 def, 0 armour) enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +7 (+2 eff.) Fatigue -3% Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Blazeflash (0 def, 3 armour) Blazeflash (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +3% lightning +9% blight Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +3 Fatigue +2% Resists +12% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hanikalthogen the Glareparry (0 def, 3 armour) Hanikalthogen the Glareparry (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +9% acid Res.pen +5% cold Melee Ret 2 light ----- def ----- Armour +3 Fatigue +2% Resists +9% acid +6% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Earthshear' (0 def, 2 armour) hardened leather gloves 'Earthshear' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Str +4 Dex +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +20 (+6 eff.) Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +2 Resists +7% acid +6% nature 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. |
sand hardened leather gloves of strength (+3) (0 def, 8 armour) sand hardened leather gloves of strength (+3) (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 5 physical Dmg.mod +5% physical ----- def ----- Armour +8 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. |
Winterwyrd (0 def, 1 armour) Winterwyrd (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Con dps ---------- Res.pen +10% cold Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +24% ---------- misc Light +2 Infravis +1 See.Invis +3 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. |
dwarven-steel gauntlets 'Porebrema' (20 def, 2 armour) dwarven-steel gauntlets 'Porebrema' (20 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +2 Defense +20 (+6 eff.) Fatigue +3% Resists +3% mind Phys.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +36% ---------- misc See.Invis +6 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. |
insulating rough leather cap of constitution (+2) (0 def, 1 armour) insulating rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour) grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
5 zircon 5 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. |
3 aquamarine 3 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. |
2 opal 2 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. |
topaz 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. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
48 alchemist agate 48 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Aroyavea' brass lantern 'Aroyavea'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Max.HP +83.00 Disease- +20% Knockbk- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +5% fire Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Yvith' (dig speed 38 turns) iron pickaxe 'Yvith' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% ----- def ----- Defense +5 (+1 eff.) Fatigue -4% Resists +6% nature +1% physical Heal.mod +10% Silence- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
focusing steel torque of clear mind [power 2] (25 cooldown) focusing 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 reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By ReaveyNheat the Skeleton Reaver level 15
65th Dusk 122nd year of Ascendancy at 22:27 see stats
By ReaveyNheat the Skeleton Reaver level 10
3rd Summertide 122nd year of Ascendancy at 18:07 see stats
By ReaveyNheat the Skeleton Reaver level 13
4th Dusk 122nd year of Ascendancy at 01:17 see stats
By ReaveyNheat the Skeleton Reaver level 16
9th Haze 122nd year of Ascendancy at 00:51 see stats
By ReaveyNheat the Skeleton Reaver level 17
10th Haze 122nd year of Ascendancy at 03:20 see stats
Log
ReaveyNheat HEALS from blight damage!
Worm Rot from Worm that walks hits ReaveyNheat for (42 to bones), 0 blight, 4 healing, 33 acid (33 total damage) [4 healing].
Worm that walks casts Drain.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 29.
Worm that walks performs a melee critical strike against Carrion worm mass!
Worm that walks hits ReaveyNheat for 164 blight damage.
Worm that walks hits Carrion worm mass for 0 blight, 7 darkness, 9 light, 0 blight, 0 blight, 5 darkness, 0 blight (21 total damage).
ReaveyNheat the level 17 skeleton reaver was infected to death by a worm that walks on level 4 of Old Forest.
A carrion worm mass bursts out of ReaveyNheat!
ReaveyNheat is free from the worm rot.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Worm that walks killed ReaveyNheat!
Saving game...
Resting starts...
Talent Drain is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Your summoned carrion worm mass disappears.
Saving done.
Talent Infestation is ready to use.
Talent Bone Armour is ready to use.
Talent Bone Shield is ready to use.
ReaveyNheat activates Infestation.
ReaveyNheat activates Bone Shield.
Rested for 15 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!