Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Embers of Rage 1.5.0Official 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:
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Better Item Description 1.5.5This 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 Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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Campaign | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Cursed |
Level / Exp | 13 / 21% |
Size | medium |
Lifes / Deaths | Killed by geomancer at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:20 / 15Killed by Ivoledama the cutpurse at level 2 on the 75th Pyre 122nd year of Ascendancy at 20:04 Killed by Belidawe the giant brown mouse at level 2 on the 75th Pyre 122nd year of Ascendancy at 20:50 Killed by Ivoledama the cutpurse at level 3 on the 75th Pyre 122nd year of Ascendancy at 21:30 Killed by Ivoledama the cutpurse at level 3 on the 75th Pyre 122nd year of Ascendancy at 22:11 Killed by Ivoledama the cutpurse at level 3 on the 75th Pyre 122nd year of Ascendancy at 22:56 Killed by Aeryriabeth the red ooze at level 3 on the 76th Pyre 122nd year of Ascendancy at 16:32 Killed by Layylle the mean looking elven guard at level 4 on the 77th Pyre 122nd year of Ascendancy at 10:38 Killed by Layylle the mean looking elven guard at level 4 on the 77th Pyre 122nd year of Ascendancy at 12:08 Killed by Gebretha the tempest at level 5 on the 79th Pyre 122nd year of Ascendancy at 09:49 Killed by Porygatha the elven tempest at level 5 on the 79th Pyre 122nd year of Ascendancy at 11:04 Killed by ice wyrm at level 9 on the 1st Mirth 122nd year of Ascendancy at 16:36 Killed by poison spore at level 9 on the 1st Mirth 122nd year of Ascendancy at 17:33 Killed by luminous horror at level 10 on the 1st Mirth 122nd year of Ascendancy at 22:06 Killed by Betobrebeth the apprentice mage at level 12 on the 5th Mirth 122nd year of Ascendancy at 05:15 |
Primary Stats
Strength | 51.170224963639 (base 28) |
Dexterity | 25 (base 10) |
Constitution | 12 (base 10) |
Magic | 16.170224963639 (base 10) |
Willpower | 47 (base 37) |
Cunning | 30.340449927278 (base 10) |
Resources
Life | 324/334 |
Hate | 49/100 |
Healing Factor | 0.76469988252553 |
Regeneration | 1.6441047474299 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Invisible | 7.3404499272777 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 43 |
Accuracy | 25 |
Crit Chance | 8% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Cold | +15% |
Darkness | +6% |
Blight | +12% |
Physical | +11% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Blight | +55% |
Lightning | +5% |
Mind | +20% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 33.522593642275 (63.098591549296%) |
Defense | 17 |
Ranged Defense | 20 |
Fatigue | 8 |
Physical Save | 22 |
Spell Save | 20 |
Mental Save | 29 |
Defense: Resistances
Acid | + 33%( 70%) |
Physical | + 2%( 71%) |
Mind | -4%( 70%) |
All | 0%( 70%) |
Darkness | + 5%( 74%) |
Light | + 6%( 70%) |
Cold | + 20%( 70%) |
Fire | + 10%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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. |
Class Talents
Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Gloom |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | The target is on fire, taking 3.33 fire damage per turn. Burning |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
detrimental effect | On death will restore to the source up to 6 times the vim's worth. Bleak Outcome |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -2 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 4 of Infinite Dungeon. Escort: injured seer (level 4 of Infinite Dungeon)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Frost Treads (Shrouds) (1 def, 4 armour) Frost Treads (Shrouds) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Relgurin the brass lantern Relgurin the brass lantern2.0 T1 lite [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag dps ---------- Dmg.mod +6% darkness Res.pen +10% blight ----- def ----- Resists +6% light Affinity +5% darkness ---------- misc Light +6 Infravis +3 See.Invis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 80.00 damage. The damage dealt will increase with your Spellpower. 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 | Samigayantir the linen wizard hat (Misfortune) (1 def, 0 armour) Samigayantir the linen wizard hat (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Random Unique] Psionic While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +5.00% Res.pen +10% blight ----- def ----- Defense +1 (+1 eff.) Phys.save +3 (+1 eff.) ---------- misc Equi/ret +0.90 Psi/ret +0.90 Hate/ret +0.90 Curse of Misfortune A pointy cloth hat, very wizardly... |
Tool | iron torque of thermal psionic shield 'Brenohor' [power 25] (20 cooldown) iron torque of thermal psionic shield 'Brenohor' [power 25] (20 cooldown)2.0 T1 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% Res.pen +20% mind ---------- misc Telepathy Dragon Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+4 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | Gulemira Gulemira0.1 T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% acid +9% blight Res.pen +15% acid +10% blight ----- def ----- Resists +18% acid HP.reg +1.00 Stun/Frz- +25% Rings can have magical properties. |
Around waist | Lisotira the Shockshine (Madness) Lisotira the Shockshine (Madness)1.0 T1 belt armor [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% blight Res.pen +5% lightning +25% blight ----- def ----- Armour +12 ---------- misc Mana/turn +0.08 Max.mana +40.00 Max.vim +10.00 Curse of Madness Create a temporary shield that absorbs 592 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | Ulfolerak (Nightmares) (21.5-32.25 power, 1 apr) Ulfolerak (Nightmares) (21.5-32.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Random Unique] Nature Power 21.5 - 32.3 Mind Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +3.5% Atk.spd 100% Melee+ +20 insidious poison While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% physical ---------- misc Stam/turn +0.20 Curse of Nightmares Massive two-handed mauls. |
On hands | Flamewrought (Corpses) (0 def, 2 armour) Flamewrought (Corpses) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Curse of Corpses 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 51.87 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. |
Main armor | Boltkin the iron mail armour (Misfortune) (2 def, 10 armour) Boltkin the iron mail armour (Misfortune) (2 def, 10 armour)14.0 T1 heavy armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 20 lightning ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid Curse of Misfortune A suit of armour made of mail. |
Cloak | Cloak of Past Lives (Corpses) Cloak of Past Lives (Corpses)1.0 T1 cloak armor [Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +7 (+2 eff.) This cloak's combat bonuses increase with the wearer's level. Curse of Corpses A black cloak that seems to twist and contort on its own. |
Around neck | restful copper amulet of strength (+3) restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% HP.reg +0.90 Amulets can have magical properties. |
Inventory
wild infusion of the duelist (resist 16%; cure magical) wild infusion of the duelist (resist 16%; cure magical)0.1 T1 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 magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper amulet copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
Zubada Zubada0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +1 Wil +4 Cun dps ---------- Crit.mult +10.00% ----- def ----- Defense +8 (+5 eff.) Resists +6% temporal Spell.save +8 (+4 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +1.00 Rings can have magical properties. |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring of corrosion (+24%) titan's copper ring of corrosion (+24%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +4 (+2 eff.) Rings can have magical properties. |
iron battleaxe (Misfortune) (16-24 power, 1 apr) iron battleaxe (Misfortune) (16-24 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
flaming iron dagger of massacre (Madness) (14-18.2 power, 5 apr) flaming iron dagger of massacre (Madness) (14-18.2 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 14.0 - 18.2 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 fire Curse of Madness Sharp, short and deadly. |
iron greatmaul of massacre (Misfortune) (25.5-38.25 power, 1 apr) iron greatmaul of massacre (Misfortune) (25.5-38.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 25.5 - 38.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Curse of Misfortune Massive two-handed mauls. |
Surefire (Corpses) Surefire (Corpses)4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) Curse of Corpses Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
fungal elm longbow of acid (Shrouds) fungal elm longbow of acid (Shrouds)4.0 T1 longbow 2H weapon [Ego] Arcane/Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +11 acid While equipped: Stats +3 Con dps ---------- Dmg.mod +12% acid ---------- misc Masteries +0.15 Wild-gift/Fungus Curse of Shrouds Regenerate 78 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
Splendourfear the iron longsword (Corpses) (12-16.8 power, 2 apr) Splendourfear the iron longsword (Corpses) (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Random Unique] Arcane/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +21 acid +16 light On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light Curse of Corpses Sharp, long, and deadly. |
balanced iron longsword of massacre (Madness) (19-26.6 power, 2 apr) balanced iron longsword of massacre (Madness) (19-26.6 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+4 eff.) Disarm- +21% Curse of Madness Sharp, long, and deadly. |
iron longsword (Corpses) (10-14 power, 2 apr) iron longsword (Corpses) (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Curse of Corpses Sharp, long, and deadly. |
thought-forged iron longsword (Misfortune) (11-15.4 power, 2 apr) thought-forged iron longsword (Misfortune) (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to cause random gloom While equipped: Stats +1 Cun +2 Wil Curse of Misfortune Sharp, long, and deadly. |
arcing iron mace (Madness) (11.5-16.1 power, 2 apr) arcing iron mace (Madness) (11.5-16.1 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Curse of Madness Blunt and deadly. |
Kinetic Focus (Nightmares) (6-6.6 power, 18 apr, physical damage) Kinetic Focus (Nightmares) (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Curse of Nightmares Kinetic energies are focussed in the core of this mindstar. |
gifted mossy mindstar of clarity (Shrouds) (2.5-2.75 power, 12 apr, nature damage) gifted mossy mindstar of clarity (Shrouds) (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +11.00 Curse of Shrouds 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. |
cruel ash starstaff (Shrouds) (15-18 power, 3 apr, darkness element) cruel ash starstaff (Shrouds) (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of illumination (Shrouds) (10-12 power, 2 apr, fire element) cruel elm magestaff of illumination (Shrouds) (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +10.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% fire On Hit (Melee): * 6% chance to blind ----- def ----- Defense +5 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 53.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff of illumination (Corpses) (10-12 power, 2 apr, darkness element) cruel elm vilestaff of illumination (Corpses) (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness On Hit (Melee): * 5% chance to blind ----- def ----- Defense +6 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Corpses Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 53.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of illumination (Shrouds) (10-12 power, 2 apr, lightning element) elm magestaff of illumination (Shrouds) (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% lightning On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Shrouds 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (Nightmares) (10-12 power, 2 apr, acid element) elm vilestaff (Nightmares) (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of power (Misfortune) (13-15.6 power, 2 apr, fire element) potent elm vilestaff of power (Misfortune) (13-15.6 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +9 (+5 eff.) Dmg.mod +13% fire ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
iron steamgun of true shot (Madness) iron steamgun of true shot (Madness)4.0 T1 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +6.0% Acc +5 (+2 eff.) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty iron steamgun (Nightmares) mighty iron steamgun (Nightmares)4.0 T1 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+1 eff.) Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic iron steamsaw (Corpses) (10.5-15.75 power, 0 apr) acidic iron steamsaw (Corpses) (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +11 Melee+ +6 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
coral trident 'Radhunarivon' (Shrouds) (12.5-20 power, 6 apr) coral trident 'Radhunarivon' (Shrouds) (12.5-20 power, 6 apr)3.0 T1 trident 2H weapon [Random Unique] Master/Psionic Power 12.5 - 20.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% Melee+ +8 blight +10 darkness Against +9% Living On Hit.r1 +8 arcane On Hit: * 20% chance to disease On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% On Hit (Melee): * 10% chance to disease Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
coral trident of massacre (Madness) (21.5-34.4 power, 6 apr) coral trident of massacre (Madness) (21.5-34.4 power, 6 apr)3.0 T1 trident 2H weapon [Ego] Master Power 21.5 - 34.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Galyruineg the iron waraxe (Madness) (12.5-17.5 power, 2 apr) Galyruineg the iron waraxe (Madness) (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Random Unique] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +11 blight On Hit: * 26% chance to disease While equipped: ----- def ----- Defense +9 (+6 eff.) Rng.Def +9 (+4 eff.) Resists +6% temporal Cut- +5% Curse of Madness One-handed war axes. |
acidic iron waraxe (Corpses) (12-16.8 power, 2 apr) acidic iron waraxe (Corpses) (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid Curse of Corpses One-handed war axes. |
thick linen cloak (Shrouds) (1 def, 6 armour) thick linen cloak (Shrouds) (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of Angolwen (Nightmares) (0 def, 0 armour) linen robe of Angolwen (Nightmares) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+3 eff.) S.pwr/crit +2 ----- def ----- Silence- +21% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of frost (+16%) (Madness) (0 def, 0 armour) mindwoven linen robe of frost (+16%) (Madness) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+0 eff.) Dmg.mod +11% cold ----- def ----- Resists +16% cold Mind.save +16 (+8 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of nature (+16%) (Misfortune) (0 def, 0 armour) mindwoven linen robe of nature (+16%) (Misfortune) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) Dmg.mod +11% nature ----- def ----- Resists +16% nature Mind.save +17 (+9 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of nature (+15%) (Shrouds) (0 def, 0 armour) mindwoven linen robe of nature (+15%) (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature Mind.save +15 (+8 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots (Madness) (0 def, 3 armour) grounding pair of iron boots (Madness) (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots (Shrouds) (0 def, 3 armour) insulating pair of iron boots (Shrouds) (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold Curse of Shrouds 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 'Nerokira' (Corpses) (6 def, 1 armour) pair of rough leather boots 'Nerokira' (Corpses) (6 def, 1 armour)2.0 T1 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +1 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +1% Resists +12% lightning +7% temporal +6% darkness +6% mind +1% physical Phys.save +3 (+1 eff.) Stun/Frz- +5% Curse of Corpses Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (Madness) (2 def, 1 armour) pair of rough leather boots of uncanny dodging (Madness) (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +1% Curse of Madness A pair of boots made of leather. |
Layobeth (Misfortune) (0 def, 6 armour) Layobeth (Misfortune) (0 def, 6 armour)1.0 T1 hands armor [Random Unique] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% physical Melee Ret 4 arcane ----- def ----- Armour +6 Resists +3% mind +5% arcane Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets (Misfortune) (0 def, 1 armour) storm iron gauntlets (Misfortune) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
iron mail armour (Misfortune) (2 def, 4 armour) iron mail armour (Misfortune) (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Curse of Misfortune A suit of armour made of mail. |
iron mail armour of resilience (Shrouds) (2 def, 4 armour) iron mail armour of resilience (Shrouds) (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +20.00 Curse of Shrouds A suit of armour made of mail. |
Dawnream the rough leather armour (Shrouds) (1 def, 2 armour) Dawnream the rough leather armour (Shrouds) (1 def, 2 armour)9.0 T1 light armor [Random Unique] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Dmg.mod +6% light Res.pen +25% light Melee Ret 8 lightning On Hit (Melee): * 15% chance to blind ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% lightning Curse of Shrouds A suit of armour made of leather. |
rough leather armour (Madness) (1 def, 2 armour) rough leather armour (Madness) (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Curse of Madness A suit of armour made of leather. |
spiked rough leather armour (Shrouds) (1 def, 2 armour) spiked rough leather armour (Shrouds) (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Curse of Shrouds A suit of armour made of leather. |
reinforced iron shield of fire resistance (+16%) (Misfortune) (4 def, 7 armour, 40.5 block) reinforced iron shield of fire resistance (+16%) (Misfortune) (4 def, 7 armour, 40.5 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +16% fire ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
storming quiver of elm arrows of wind (13/13, 17-23.8 power, 5 apr) storming quiver of elm arrows of wind (13/13, 17-23.8 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 17.0 - 23.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 13 Proj.spd +200% Ranged+ +12 lightning On Crit.r2 +9 lightning On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
4 agate 4 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. |
105 alchemist agate 105 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. |
opal 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. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Sootcrypt' (dig speed 31 turns) iron pickaxe 'Sootcrypt' (dig speed 31 turns)3.0 T1 digger tool [Random Unique] Master While equipped: Stats +2 Cun +1 Str dps ---------- Res.pen +10% darkness Acc +4 (+2 eff.) On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness +6% mind ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Cuthoharamas the Galewyrd Cuthoharamas the Galewyrd2.0 T1 lite [Random Unique] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning +5% arcane Melee Ret 8 lightning 13 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +6% fire +5% arcane ---------- misc Light -8 Infravis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 'Gyvena' brass lantern 'Gyvena'2.0 T1 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +2 Resists +18% nature +3% mind Max.HP +43.00 Stun/Frz- +5% ---------- misc Light +2 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 scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- misc Light +2 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. |
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. |
barbed pouch of iron shots of daylight (13/17, 16.5-19.8 power, 1 apr) barbed pouch of iron shots of daylight (13/17, 16.5-19.8 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 17 Ranged+ +5 light +5 bleed Against +7% Undead On Crit: * wounds the target for 7 turns: 13 bleeding, 51% reduced healing Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots of erosion (47/47, 13.5-16.2 power, 1 apr) high-capacity pouch of iron shots of erosion (47/47, 13.5-16.2 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 47 Ranged+ +5 nature +6 temporal While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
Undeathgash [power 25] (20 cooldown) Undeathgash [power 25] (20 cooldown)2.0 T1 torque charm [Random Unique] Psionic While equipped: Stats +4 Mag dps ---------- Spell.crit +1% S.pwr/crit +4 On Hit (Melee): * Slows global speed by 30% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 hate. 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Zubilaith [power 23] (20 cooldown) Zubilaith [power 23] (20 cooldown)2.0 T1 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Melee Ret 12 physical ----- def ----- Armour +4 ---------- misc Infravis +1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
elm wand of trap destruction 'Camagondil' [power 18] (15 cooldown) elm wand of trap destruction 'Camagondil' [power 18] (15 cooldown)2.0 T1 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +1% Crit.mult +10.00% Melee Ret 4 arcane Disarm traps (18 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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
By Mr. Bones the Skeleton Cursed level 10
2nd Mirth 122nd year of Ascendancy at 13:46 see stats
By Mr. Bones the Skeleton Cursed level 10
1st Mirth 122nd year of Ascendancy at 18:59 see stats
Log
Mr. Bones hits Green mold for 57 mind damage.
Mr. Bones killed Green mold!
Talent Frenzy is ready to use.
Mr. Bones receives 17 healing from Unnatural Body.
Mr. Bones receives 12 healing from Unnatural Body.
Resting starts...
Rested for 27 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: hostile spotted to the south (hornet swarm)).
Hornet swarm moves reluctantly!
Hornet swarm bites poison into Mr. Bones.
Mr. Bones hits Hornet swarm for 20 lightning damage.
Mr. Bones killed Hornet swarm!
Mr. Bones receives 16 healing from Unnatural Body.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
A bolt of fire blasts onto Mr. Bones!
Ran for 6 turns (stop reason: taken damage).
Mr. Bones is on fire!
Fire trap hits Mr. Bones for 9 fire damage.
Burning from Fire trap hits Mr. Bones for 3 fire damage.
Mr. Bones deactivates Gloom.
Mr. Bones stops burning.
Mr. Bones deactivates Stalk.