Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 24 / 89% |
Size | big |
Lifes / Deaths | Killed by Aeraganor the gigantic corrosive tunneler at level 21 on the 3rd Allure 123rd year of Ascendancy at 13:09 0 / 7Killed by Belura the wolf at level 23 on the 16th Regrowth 123rd year of Ascendancy at 12:32 Killed by Poryda the snow giant at level 24 on the 17th Regrowth 123rd year of Ascendancy at 22:39 Killed by Lisera the dredgling at level 24 on the 19th Regrowth 123rd year of Ascendancy at 09:45 Killed by Adoyawyn the great wolf at level 24 on the 19th Regrowth 123rd year of Ascendancy at 11:30 Killed by Adoyawyn the great wolf at level 24 on the 19th Regrowth 123rd year of Ascendancy at 13:42 Killed by Frances II at level 24 on the 19th Regrowth 123rd year of Ascendancy at 14:39 |
Primary Stats
Strength | 31 (base 13) |
Dexterity | 40 (base 10) |
Constitution | 18 (base 10) |
Magic | 84 (base 54) |
Willpower | 23 (base 10) |
Cunning | 72 (base 47) |
Resources
Life | 654/654 |
Mana | 153/343 |
Stamina | 171/211 |
Healing Factor | 1.0711363549267 |
Regeneration | 3.4811931535118 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 39.286009934143 |
See Invisible | 39.286009934143 |
Offense: Mainhand
Damage | 32 |
Accuracy | 53 |
Crit Chance | 38% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 53 |
Crit Chance | 41% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Lightning | +26% |
Arcane | +10% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Temporal | +10% |
Blight | +10% |
Mind | +15% |
Cold | +5% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 3 |
Physical Save | 22 |
Spell Save | 42 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 31%( 70%) |
Acid | + 6%( 70%) |
Nature | + 3%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 9%( 70%) |
Physical | + 15%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 26% |
Confusion Resistance | 24% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 40% |
Silence Resistance | 60% |
Bleed Resistance | 100% |
Disarm Resistance | 10% |
Pinning Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 303 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (28 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ice wyrm tooth. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed giant spider spinneret. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 | Blastoracle (0 def, 1 armour) Blastoracle (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Cun +6 Lck dps ---------- Res.pen +15% mind Melee Ret 8 lightning ----- def ----- Armour +1 Resists +9% lightning Stealth +5 ---------- misc Max.hate +2.00 A pair of boots made of leather. |
Light source | brass lantern 'Uruvor' brass lantern 'Uruvor'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Spell.save +3 (+1 eff.) Die.at -80.00 life Max.HP +64.00 Blind- +20% Silence- +10% Disarm- +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. |
On head | linen wizard hat 'Emelina' (1 def, 0 armour) linen wizard hat 'Emelina' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +11% lightning Res.pen +10% blight Acc +10 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
On hands | Shivertreason the hardened leather gloves (0 def, 2 armour) Shivertreason the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Con +2 Mag dps ---------- Phys.crit +4.0% Melee+ 10 darkness Dmg.mod +3% darkness +6% cold ----- def ----- Armour +2 Resists +10% darkness ---------- misc Stam/turn +2.00 Mana/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | elm wand of shielding [power 110] (17 cooldown) elm wand of shielding [power 110] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Duvadin' steel ring 'Duvadin'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +5 Wil +2 Con dps ---------- Spell.pwr +7 (+1 eff.) S.pwr/crit +6 ----- def ----- Spell.save +19 (+6 eff.) Mind.save +8 (+4 eff.) Confus- +24% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Max.mana +40.00 Max.stam +10.00 Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex dps ---------- Res.pen +10% temporal Acc +10 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +3% temporal HP.reg +3.00 Silence- +30% Stun/Frz- +26% ---------- misc Mana/turn +0.15 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | gold amulet 'Nimbusraider' gold amulet 'Nimbusraider'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +20% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +6% acid +15% temporal Crit.chn- 15.00% Pinning- +32% Knockbk- +30% Amulets make your neck look great! |
In main hand | magewarrior's short elm magestaff of the prodigy (10-12 power, 2 apr, arcane element) magewarrior's short elm magestaff of the prodigy (10-12 power, 2 apr, arcane element)5.0 T1 staff 1H weapon [Ego++] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Mag +8 Wil +7 Cun dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +6 (+3 eff.) Spell.pwr +9 (+2 eff.) S.pwr/crit +6 Dmg.mod +10% arcane Acc +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Lisilranor the Blastgore Lisilranor the Blastgore1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +3% nature +6% lightning Crit.chn- 5.00% Spell.save +6 (+2 eff.) Die.at -20.00 life Blind- +20% Silence- +20% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | Icesting the steel dagger (10-13 power, 6 apr) Icesting the steel dagger (10-13 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 lightning +11 cold On Crit.r2 +4 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: dps ---------- Phys.crit +6.0% Crit.mult +11.00% Res.pen +5% cold Apr +7 Melee Ret 8 lightning 10 cold ----- def ----- Resists +6% cold Sharp, short and deadly. |
Cloak | Cloak of Deception =keep= Cloak of Deception =keep=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 68.25 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
healing infusion (heal 40; cd 10) healing infusion (heal 40; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 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. |
regeneration infusion (heal 192; 12 cd) regeneration infusion (heal 192; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 192 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune (power 7; resist 10%; move 40%; dur 5; cd 18) ethereal rune (power 7; resist 10%; move 40%; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 40% 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. |
Cracklewilter the steel amulet Cracklewilter the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +5 Wil +6 Cun +3 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +6% temporal Amulets make your neck look great! |
wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.10 Max.mana +27.00 Amulets make your neck look great! |
Scabspiker the steel ring Scabspiker the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +5% arcane Spell.save +18 (+6 eff.) Mind.save +6 (+3 eff.) Blind- +10% Confus- +30% Stun/Frz- +10% Rings make your fingers look great! |
steel ring 'Elenne' steel ring 'Elenne'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str +4 Mag +7 Wil dps ---------- Crit.mult +10.00% ----- def ----- Max.HP +49.00 HP.reg +8.00 Heal.mod +12% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
Gutta the Sunmistress (10-13 power, 5 apr) Gutta the Sunmistress (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 arcane +8 cold On Hit.r1 +20 arcane While equipped: Stats +2 Wil +4 Con dps ---------- Dmg.mod +6% fire ----- def ----- Resists +5% arcane ---------- misc Infravis +3 Sharp, short and deadly. |
Polura (11-14 power, 6 apr) Polura (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Defense +8 (+4 eff.) Resists +9% blight Mind.save +18 (+9 eff.) Disease- +20% Disarm- +24% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
Xanoba (10-13 power, 5 apr) Xanoba (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Phasing +20% On Crit.r2 +11 fire While equipped: Stats +5 Mag dps ---------- All.spd +2% Res.pen +7% fire ----- def ----- Resists +6% temporal +12% nature +5% arcane Disease- +20% Sharp, short and deadly. |
acidic dwarven-steel dagger (17-22 power, 7 apr) acidic dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Sharp, short and deadly. |
arcing dwarven-steel dagger of projection (18-24 power, 7 apr) arcing dwarven-steel dagger of projection (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Psionic Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 100 damage Sharp, short and deadly. |
iron dagger of shearing (10-13 power, 5 apr) iron dagger of shearing (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +6 (+2 eff.) Apr +6 Sharp, short and deadly. |
caustic ash longbow of dexterity (+6) caustic ash longbow of dexterity (+6)4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +14 acid +15 nature While equipped: Stats +6 Dex dps ---------- Res.pen +8% acid +9% physical +12% nature Apr +12 Longbows are used to shoot arrows at your foes. |
Cloudwinter the dwarven-steel longsword (24-33 power, 4 apr) Cloudwinter the dwarven-steel longsword (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Psionic Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 darkness +12 lightning Against +13% Living On Hit.r1 +12 lightning On Crit.r2 +32 lightning +32 cold While equipped: dps ---------- Mov.spd +51% Dmg.mod +15% fire Res.pen +20% lightning +18% cold Sharp, long, and deadly. |
thought-forged steel longsword (15-21 power, 3 apr) thought-forged steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Psionic Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to reduce all saves and defense by 23 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
lifebinding ash magestaff (15-18 power, 3 apr, cold element) lifebinding ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold ----- def ----- HP.reg +0.50 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone magestaff (30-36 power, 6 apr, lightning element) void walker's dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning ----- def ----- Resists +12% darkness +10% temporal Def/telep +9 Res/telep +12% Dur/telep +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poluna (13-18 power, 3 apr) Poluna (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Cun +2 Str dps ---------- Crit.mult +10.00% ----- def ----- Resists +7% acid +8% lightning +24% fire +8% cold +5% all Spell.save +7 (+2 eff.) Die.at -20.00 life Max.HP +40.00 One-handed war axes. |
Healbearer Healbearer1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% cold ----- def ----- Defense +10 (+5 eff.) Resists +12% nature Mind.save +18 (+9 eff.) Stealth +7 A belt that goes around your waist. |
Lisoribeth the hardened leather belt Lisoribeth the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Wil +3 Cun dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Resists +9% mind Spell.save +8 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.hate +6.00 Size +1 A belt that goes around your waist. |
hardened leather belt 'Veladarin' hardened leather belt 'Veladarin'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% ----- def ----- Resists +9% lightning +15% temporal +3% blight +6% cold +5% arcane Spell.save +6 (+2 eff.) A belt that goes around your waist. |
Frostrupture (9 def, 6 armour) Frostrupture (9 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +15% cold Res.pen +25% cold ----- def ----- Armour +6 Defense +9 (+4 eff.) Phys.save +13 (+6 eff.) Spell.save +14 (+4 eff.) Mind.save +13 (+6 eff.) ---------- misc Psi/ret +0.16 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellspunish the linen cloak (7 def, 0 armour) Hellspunish the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% arcane +18% fire Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +7 (+3 eff.) Resists +6% mind Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazeblood' (1 def, 0 armour) linen cloak 'Blazeblood' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Crit.mult +10.00% Melee Ret 8 light ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's cashmere robe (0 def, 0 armour) dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% darkness +10% mind +11% all Phys.save +11 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +23 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Emelaleth' (0 def, 0 armour) elven-silk robe 'Emelaleth' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Spell.pwr +32 (+8 eff.) S.pwr/crit +2 Dmg.mod +6% arcane +27% mind +16% all ----- def ----- Resists +19% blight +27% mind +15% all Max.HP +87.00 HP.reg +5.70 Heal.mod +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Ce'Nowyn' (0 def, 0 armour) woollen robe 'Ce'Nowyn' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil +2 Cun dps ---------- Dmg.mod +10% lightning +9% physical +9% cold ----- def ----- Resists +8% lightning +9% cold +9% all Mind.save +6 (+3 eff.) Cut- +20% ---------- misc Psi/ret +0.16 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Thunderpain the pair of dwarven-steel boots (0 def, 4 armour) Thunderpain the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +3% arcane Res.pen +5% lightning +13% temporal +16% darkness +15% arcane ----- def ----- Armour +4 Fatigue +3% Resists +21% lightning +14% temporal +19% darkness +5% arcane Def/telep +16 Res/telep +13% Dur/telep +20% ---------- misc Spell.cld 10% Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 94% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of rough leather boots of evasion (5 def, 1 armour) dreamer's pair of rough leather boots of evasion (5 def, 1 armour)2.0 T1 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +1 Defense +5 (+2 eff.) Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
insulating pair of iron boots of evasion (3 def, 3 armour) insulating pair of iron boots of evasion (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +6% fire +6% cold Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour) undeterred pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Silence- +23% Confus- +26% Stun/Frz- +24% Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Serpenttitan the hardened leather gloves (0 def, 2 armour) Serpenttitan the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Cun dps ---------- Dmg.mod +30% nature +9% darkness +6% arcane Res.pen +20% arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour) hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
rough leather gloves 'Beybers' (15 def, 1 armour) rough leather gloves 'Beybers' (15 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% mind +20% physical Apr +4 Melee Ret 4 physical ----- def ----- Armour +1 Defense +15 (+7 eff.) Resists +3% mind HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel mail armour 'Belywe' (3 def, 13 armour) dwarven-steel mail armour 'Belywe' (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Melee+ 11 acid 9 fire Dmg.mod +6% blight +9% arcane Res.pen +10% blight Melee Ret 9 acid 9 fire ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +12% Resists +19% acid +7% physical +7% cold +7% lightning +18% fire Max.HP +29.00 A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 14 armour) impenetrable steel mail armour (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Wretchbright (6 def, 4 armour) Wretchbright (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +24% nature Res.pen +15% mind On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% blight +10% darkness +3% mind ---------- misc Light +2 A suit of armour made of leather. |
duelist's hardened leather armour of the deep (13 def, 14 armour) duelist's hardened leather armour of the deep (13 def, 14 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +14 Defense +13 (+6 eff.) Fatigue +8% Resists +8% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour) rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +7% physical Phys.save +12 (+6 eff.) HP.reg +2.80 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
acidic quiver of elm arrows of accuracy (19/19, 12-17 power, 5 apr) acidic quiver of elm arrows of accuracy (19/19, 12-17 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Master Power 12.5 - 17.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +5 Crit +1.0% Capacity 19 On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 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. |
219 alchemist agate 219 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. |
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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Burnstreak [power 170] (13 cooldown) Burnstreak [power 170] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire +18% arcane +6% temporal Melee Ret 4 temporal ----- def ----- Resists +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Zusin' [power 116] (13 cooldown) elm totem of healing 'Zusin' [power 116] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Resists +6% temporal +6% fire ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
2 citrine 2 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. |
4 zircon 4 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 Frances II the Skeleton Arcane Blade level 23
16th Regrowth 123rd year of Ascendancy at 15:51 see stats
By Frances II the Skeleton Arcane Blade level 21
2nd Allure 123rd year of Ascendancy at 15:57 see stats
By Frances II the Skeleton Arcane Blade level 10
3rd Dusk 122nd year of Ascendancy at 04:21 see stats
By Frances II the Skeleton Arcane Blade level 20
57th Haze 122nd year of Ascendancy at 06:11 see stats
By Frances II the Skeleton Arcane Blade level 21
59th Haze 122nd year of Ascendancy at 12:45 see stats
By Frances II the Skeleton Arcane Blade level 11
7th Dusk 122nd year of Ascendancy at 03:09 see stats
By Frances II the Skeleton Arcane Blade level 9
10th Flare 122nd year of Ascendancy at 05:26 see stats
By Frances II the Skeleton Arcane Blade level 19
55th Haze 122nd year of Ascendancy at 15:14 see stats
By Frances II the Skeleton Arcane Blade level 24
19th Regrowth 123rd year of Ascendancy at 14:39 see stats
Log
Frances II activates Arcane Feed.
Frances II activates Arcane Combat.
Rested for 5 turns (stop reason: dialog is displayed).
Saving done.
Resting starts...
Talent Inner Power is ready to use.
Talent Chain Lightning is ready to use.
Talent Shock Hands is ready to use.
Talent Feather Wind is ready to use.
Frances II activates Feather Wind.
Talent Flurry is ready to use.
Frances II activates Shock Hands.
Talent Rush is ready to use.
Talent Aegis is ready to use.
Talent Shielding is ready to use.
Talent Arcane Reconstruction is ready to use.
Frances II activates Shielding.
Talent Thunderstorm is ready to use.
Frances II activates Thunderstorm.
A furious lightning storm forms around Frances II!
Talent Rune: Manasurge is ready to use.
Talent Rune: Shielding is ready to use.
Talent Displacement Shield is ready to use.
Talent Arcane Shield is ready to use.
Frances II activates Arcane Shield.
Rested for 20 turns (stop reason: all resources and life at maximum).
The furious lightning storm around Frances II calms down and disappears.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!