Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 29 / 27% |
Size | medium |
Lifes / Deaths | Killed by Gloriwe the slaver at level 23 on the 7th Regrowth 123rd year of Ascendancy at 08:22 / 2Killed by armoured skeleton warrior at level 29 on the 64th Regrowth 123rd year of Ascendancy at 10:59 |
Primary Stats
Strength | 64 (base 13) |
Dexterity | 64 (base 10) |
Constitution | 20 (base 10) |
Magic | 122 (base 60) |
Willpower | 39 (base 10) |
Cunning | 107 (base 56) |
Resources
Life | -80/776 |
Mana | 148/413 |
Stamina | 256/306 |
Steam | 100/100 |
Healing Factor | 1.1870588855782 |
Regeneration | 3.8579413781292 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +24.999999999999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 64.651204064498 |
See Invisible | 64.651204064498 |
Offense: Mainhand
Damage | 126 |
Accuracy | 53 |
Crit Chance | 45% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Light | +10% |
Blight | +15% |
Darkness | +24% |
Acid | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 33 (60.418071861941%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 39 |
Mental Save | 40 |
Defense: Resistances
Darkness | + 22%( 70%) |
Light | + 44%( 70%) |
Nature | + 25%( 70%) |
Acid | + 22%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 52% |
Bleed Resistance | 100% |
Disarm Resistance | 34% |
Pinning Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 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 482 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 50 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. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 139 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 Dexterity stat. |
Class Talents
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +4 Fatigue +3% Silence Resist +24% Confus Resist +20% Stun Resist +20% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Deepssaw the hardened leather cap (11 def, 16 armour) Deepssaw the hardened leather cap (11 def, 16 armour) 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +2 Mag +3 Wil +6 Cun offense ------ Spell Crit +3% Damage +3% blight +9% darkness defense ------ Armor +16 Defense +11 (+3 eff.) Fatigue +3% Resistance +9% all Physical save +18 (+6 eff.) Mind save +18 (+6 eff.) other ------- Mana/turn +0.04 Vim-on-crit +1.00 Light +1 A cap made of leather. |
Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | Brodorand the gold ring Brodorand the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex +2 Wil +4 Con offense ------ Physical Crit +2.0% Critical power +15.00% Physical Power +25 (+5 eff.) defense ------ Life +33.00 Disarm Resist +34% Pinning Resist +37% Knockbk Resist +38% other ------- Hate-on-crit +3.00 Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 17.93 You won the Ring of Blood trial, and this is your reward. |
Around waist | Dourbait Dourbait1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +28 (+5 eff.) Damage +15% darkness defense ------ Unlife -80.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 A belt that goes around your waist. |
In main hand | elven-wood magestaff 'Blazeworth' (25-30 power, 5 apr, lightning element) elven-wood magestaff 'Blazeworth' (25-30 power, 5 apr, lightning element) 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * project a beam of lightning While equipped: Stats +13 Mag +6 Wil +13 Cun offense ------ Spell Crit +4% Spellpower +18 (+4 eff.) Spellpower/crit +8 Damage +15% acid +25% lightning Ignore resists +25% fire defense ------ Armor +7 Defense +10 (+2 eff.) Resistance +3% acid other ------- Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Rheroleg' (0 def, 6 armour) hardened leather gloves 'Rheroleg' (0 def, 6 armour) 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Physical Crit +5.0% Ignore resists +10% physical defense ------ Armor +6 Physical save +3 (+1 eff.) Life Regen +3.00 other ------- Stamina/turn +4.30 Max stamina +19.00 Talents +3 Spring Grapple Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Polewyn the cashmere robe (0 def, 0 armour) Polewyn the cashmere robe (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: Stats +6 Str +6 Dex +9 Mag +12 Wil +6 Cun +6 Con offense ------ Spellpower +11 (+3 eff.) Spellpower/crit +13 Damage +12% blight Ignore Shields +30% defense ------ Resistance +11% all Silence Resist +28% other ------- Psi when Hit +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Adilewe the Forestpride (7 def, 0 armour) =20 stun= Adilewe the Forestpride (7 def, 0 armour) =20 stun=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ When Hit 2 nature defense ------ Defense +7 (+2 eff.) Resistance +6% nature +3% darkness Physical save +6 (+2 eff.) Spell save +3 (+1 eff.) Life +20.00 Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
medical injector implant of the sneak (efficiency 157% / cooldown 55%) medical injector implant of the sneak (efficiency 157% / cooldown 55%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 34; resist 27%; move 39%; dur 5; cd 16) ethereal rune of the sneak (power 34; resist 27%; move 39%; dur 5; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 27% all resistance, you move 39% faster, and you are invisible (power 34). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1190% over 10 turns; mana 60; cd 13) manasurge rune of the duelist (regen 1190% over 10 turns; mana 60; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 1190% for 10 turns (5 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 27; cd 14) shatter afflictions rune (absorb 27; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 27 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 68; cd 12) shatter afflictions rune (absorb 68; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 68 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 152; cd 20) shatter afflictions rune of the sneak (absorb 152; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 152 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 102; cd 16) shatter afflictions rune of the warrior (absorb 102; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 343; dur 6; cd 14) shielding rune of the duelist (absorb 343; dur 6; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 343 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Acid Groove schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating 2 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Touch 4 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw 3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of strength (+3) =3 str= copper amulet of strength (+3) =3 str=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
grounding gold amulet of dexterity (+2) grounding gold amulet of dexterity (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +16% lightning Stun Resist +26% Amulets make your neck look great! |
starlit stralite amulet of strength (+6) =6 str= starlit stralite amulet of strength (+6) =6 str=0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Str defense ------ Resistance +14% light +10% darkness Blind Resist +32% Amulets make your neck look great! |
copper garnet ring copper garnet ring0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Mindpower +6 (+2 eff.) Damage +6% all Rings make your fingers look great! |
copper ring of lightning (+20%) copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
marksman's steel ring of perseverance marksman's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
marksman's gold ring of tenacity marksman's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+3 eff.) defense ------ Life +28.00 Disarm Resist +27% Pinning Resist +28% Knockbk Resist +21% Rings make your fingers look great! |
ash starstaff (15-18 power, 3 apr, darkness element) ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Crystalline Yew magestaff (25-30 power, 4 apr, lightning element) Crystalline Yew magestaff (25-30 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A part of set. Weapon Damage 25.0 - 30.0 Arcane Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Spell Crit +3% Physical Power +12 (+2 eff.) Spellpower +21 (+5 eff.) Damage +20% lightning +10% arcane other ------- Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Thunderward the yew magestaff (20-24 power, 4 apr, lightning element) Thunderward the yew magestaff (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +35% lightning +18% fire Ignore resists +10% light +10% lightning defense ------ Defense +9 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 195.41 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, fire element) yew magestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 50.93 to 63.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe (0 def, 0 armour) cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ulfuthad the cured leather armour (6 def, 4 armour) Ulfuthad the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Spellpower/crit +8 Damage +12% arcane defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +22% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.04 Infravision +3 A suit of armour made of leather. |
cured leather armour (6 def, 4 armour) cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
troll-hide cured leather armour of Eyal (6 def, 4 armour) troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Life +67.00 Life Regen +7.20 Healmod +24% A suit of armour made of leather. |
Eilinugana the Shimmersaw (9 def, 6 armour) =stats= Eilinugana the Shimmersaw (9 def, 6 armour) =stats=9.0 Encumbrance T3 light armor [Rare] Arcane While equipped: Stats +2 Str +4 Dex +2 Mag +4 Wil +2 Cun offense ------ Damage +9% lightning defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +18% temporal other ------- See Invisibility +12 A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour) hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Normal] While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
Bokiroddakhad the Ravensorrow Bokiroddakhad the Ravensorrow1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Ignore resists +5% darkness defense ------ Resistance +6% temporal Life +37.00 Confus Resist +20% other ------- Max stamina +10.00 A belt that goes around your waist. |
rough leather belt 'Chargebright' rough leather belt 'Chargebright'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +15% lightning +15% nature defense ------ Resistance +6% lightning +6% temporal +5% arcane +9% darkness A belt that goes around your waist. |
rough leather belt 'Flashlore' =3 cun= rough leather belt 'Flashlore' =3 cun=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +1 Wil offense ------ Physical Power +3 (+0 eff.) Damage +6% light defense ------ Resistance +5% arcane Spell save +6 (+2 eff.) other ------- See Invisibility +9 Size +1 A belt that goes around your waist. |
rough leather belt of magery rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +3% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
linen cloak of the voidstalker (1 def, 0 armour) linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +10% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of Eldoral (1 def, 0 armour) =4 cun 3 dex= murderer's linen cloak of Eldoral (1 def, 0 armour) =4 cun 3 dex=2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Normal] While equipped: defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Betariba the Freezeoozer (0 def, 3 armour) Betariba the Freezeoozer (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Damage +3% cold defense ------ Armor +3 other ------- Light +3 Infravision +3 A pair of boots made of leather. |
Hailream the pair of rough leather boots (3 def, 1 armour) Hailream the pair of rough leather boots (3 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Damage +6% cold defense ------ Armor +1 Defense +3 (+1 eff.) Resistance +6% light Pinning Resist +20% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of rough leather boots 'Armorand' (0 def, 1 armour) =4 con= pair of rough leather boots 'Armorand' (0 def, 1 armour) =4 con=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Con defense ------ Armor +1 Resistance +6% lightning +6% temporal +3% mind Life +20.00 other ------- Light +2 Infravision +1 A pair of boots made of leather. |
Glorogavea (0 def, 3 armour) =4 con= Glorogavea (0 def, 3 armour) =4 con=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +4 Con offense ------ When Hit 2 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +2% Crit Resistance 15.00% other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant rough leather gloves of dexterity (+3) (0 def, 1 armour) radiant rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 light Damage +4% light Accuracy +12 (+4 eff.) defense ------ Armor +1 Resistance +5% light Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Hit: 20% Searing Light level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belolrann the Abysssun (0 def, 2 armour) =4 str= Belolrann the Abysssun (0 def, 2 armour) =4 str=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Cun +4 Str offense ------ Physical Power +10 (+2 eff.) Mindpower +15 (+5 eff.) Damage +18% arcane defense ------ Armor +2 Resistance +6% fire other ------- Hate-on-crit +3.00 Unarmed combat: Weapon Damage 23.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+3) (0 def, 2 armour) =3 str= hardened leather gloves of strength (+3) (0 def, 2 armour) =3 str=1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 21.5 - 23.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of spellstriking (0 def, 2 armour) radiant hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +7 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) On-Hit 7 arcane 8 light Damage +3% arcane +6% light defense ------ Armor +2 Resistance +5% arcane +6% light Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane On Hit: 20% Searing Light level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gadir (0 def, 2 armour) Gadir (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Wil +5 Mag offense ------ On-Hit 8 acid Damage +7% acid defense ------ Armor +2 Fatigue +3% Resistance +7% acid +3% fire +18% lightning other ------- Infravision +2 Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +8 acid On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Radiancepulverizer (0 def, 2 armour) Radiancepulverizer (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +12% light +12% cold Ignore resists +20% darkness Accuracy +15 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +18% light Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Zuboramina the dwarven-steel gauntlets (30 def, 2 armour) Zuboramina the dwarven-steel gauntlets (30 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 8 darkness Damage +5% darkness defense ------ Armor +2 Defense +30 (+7 eff.) Fatigue +3% Resistance +7% darkness Crit Resistance 15.00% Healmod +10% Blind Resist +20% Pinning Resist +20% Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 20% Moonlight Ray level 3 On Hit: * 6% chance to reduce damage dealt by 22% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
eldritch linen wizard hat (1 def, 0 armour) eldritch linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.90 Mana when Hit +0.90 Max mana +47.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
shielding linen wizard hat of the Brotherhood (1 def, 0 armour) shielding linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +5 Mag +2 Con offense ------ Damage +7% arcane defense ------ Defense +1 (+0 eff.) Spell save +7 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
prismatic hardened leather hat of the depths (0 def, 3 armour) prismatic hardened leather hat of the depths (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +10% cold +11% light +12% darkness other ------- Breathe water A hat made of leather. Very stylish. |
Cloudkiller the rough leather cap (0 def, 1 armour) Cloudkiller the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Cun +5 Con offense ------ Ignore resists +5% lightning When Hit 2 lightning defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
Shocktaint the rough leather cap (0 def, 1 armour) Shocktaint the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +6% arcane Ignore resists +20% lightning When Hit 4 arcane defense ------ Armor +1 Fatigue +1% Resistance +6% nature +9% fire Spell save +3 (+1 eff.) Life +47.00 Healmod +12% A cap made of leather. |
miner's rough leather cap of constitution (+3) (0 def, 2 armour) =3 con= miner's rough leather cap of constitution (+3) (0 def, 2 armour) =3 con=2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +2 Fatigue +1% other ------- Infravision +2 A cap made of leather. |
rough leather cap 'Ce'Nissra' (0 def, 1 armour) =100 life= rough leather cap 'Ce'Nissra' (0 def, 1 armour) =100 life=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% physical defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal +3% mind +3% darkness Life +100.00 Confus Resist +10% A cap made of leather. |
rough leather cap 'Kilnbender' (0 def, 1 armour) =3 con= rough leather cap 'Kilnbender' (0 def, 1 armour) =3 con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% arcane Ignore resists +10% blight +5% fire +15% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour) =3 dex= rough leather cap of dexterity (+3) (0 def, 1 armour) =3 dex=2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
bladed hardened leather cap (0 def, 3 armour) =7 str= bladed hardened leather cap (0 def, 3 armour) =7 str=2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +7 Str defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 266.8 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Lightstalker (0 def, 5 armour) =3 str 3 dex= Lightstalker (0 def, 5 armour) =3 str 3 dex=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex offense ------ Physical Power +5 (+1 eff.) Damage +9% light defense ------ Armor +5 Fatigue +5% Physical save +6 (+2 eff.) other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+3) (0 def, 3 armour) =3 con= insulating iron helm of constitution (+3) (0 def, 3 armour) =3 con=3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Ce'Noranne' (20 def, 3 armour) =stats= iron helm 'Ce'Noranne' (20 def, 3 armour) =stats=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Cun +3 Con defense ------ Armor +3 Defense +20 (+5 eff.) Fatigue +5% Life Regen +2.00 Confus Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of might (0 def, 5 armour) =2 str 3 con= miner's iron helm of might (0 def, 5 armour) =2 str 3 con=3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+4 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 110.14 mind damage and cripples the target's higher mental functions, reducing cunning by 13 and confusing (31% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
werebeast's dwarven-steel helm of might (0 def, 4 armour) =stat= werebeast's dwarven-steel helm of might (0 def, 4 armour) =stat=3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +3 Dex +3 Cun +7 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
50 alchemist agate 50 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Boltbender the iron pickaxe (dig speed 30 turns) =5 str= Boltbender the iron pickaxe (dig speed 30 turns) =5 str=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Ignore resists +5% lightning Ignore Armor +4 other ------- Stamina/turn +2.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Chigagrim the Boltsin (dig speed 31 turns) =20 stun= Chigagrim the Boltsin (dig speed 31 turns) =20 stun=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% lightning defense ------ Resistance +2% physical Life Regen +2.00 Disease Resist +10% Stun Resist +20% other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Borach the Hazestreaker [power 105] (15 cooldown) =3 dex= Borach the Hazestreaker [power 105] (15 cooldown) =3 dex=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex offense ------ Damage +3% mind Ignore resists +5% cold defense ------ Unlife -40.00 life other ------- Max stamina +10.00 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of clear mind [power 1] (25 cooldown) piercing iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Xatira [power 284] (20 cooldown) Xatira [power 284] (20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +10% arcane +10% physical Accuracy +15 (+5 eff.) When Hit 4 physical defense ------ Defense +5 (+1 eff.) Resistance +5% arcane +12% temporal Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Nihor the Skeleton Arcane Blade level 25
29th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Nihor the Skeleton Arcane Blade level 22
49th Haze 122nd year of Ascendancy at 08:43 see stats
By Nihor the Skeleton Arcane Blade level 17
44th Dusk 122nd year of Ascendancy at 21:44 see stats
By Nihor the Skeleton Arcane Blade level 23
8th Allure 123rd year of Ascendancy at 22:13 see stats
By Nihor the Skeleton Arcane Blade level 25
34th Regrowth 123rd year of Ascendancy at 11:25 see stats
By Nihor the Skeleton Arcane Blade level 25
29th Regrowth 123rd year of Ascendancy at 13:51 see stats
By Nihor the Skeleton Arcane Blade level 10
1st Flare 122nd year of Ascendancy at 05:14 see stats
By Nihor the Skeleton Arcane Blade level 20
69th Dusk 122nd year of Ascendancy at 06:55 see stats
By Nihor the Skeleton Arcane Blade level 25
29th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Nihor the Skeleton Arcane Blade level 22
5th Haze 122nd year of Ascendancy at 01:17 see stats
By Nihor the Skeleton Arcane Blade level 23
6th Regrowth 123rd year of Ascendancy at 01:10 see stats
By Nihor the Skeleton Arcane Blade level 25
29th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Nihor the Skeleton Arcane Blade level 5
5th Mirth 122nd year of Ascendancy at 13:00 see stats
By Nihor the Skeleton Arcane Blade level 25
29th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Nihor the Skeleton Arcane Blade level 11
5th Flare 122nd year of Ascendancy at 23:13 see stats
By Nihor the Skeleton Arcane Blade level 15
32nd Dusk 122nd year of Ascendancy at 08:28 see stats
By Nihor the Skeleton Arcane Blade level 23
7th Regrowth 123rd year of Ascendancy at 09:56 see stats
By Nihor the Skeleton Arcane Blade level 19
46th Dusk 122nd year of Ascendancy at 15:23 see stats
By Nihor the Skeleton Arcane Blade level 23
7th Regrowth 123rd year of Ascendancy at 08:23 see stats
Log
Armoured skeleton warrior hits Nihor for 17 physical, 10 cold (27 total damage).
The Master casts Rigor Mortis.
Nihor is recovering from the damage!
Nihor feels death coming!
Lord of Skulls (warrior) casts Rune: Blink.
Lord of Skulls (warrior) is out of phase.
The Master hits Nihor for 197 cold, 195 darkness (392 total damage).
The Master hits Nihor for 160 darkness damage.
Darkness pulsates around The Master!
Nihor's spell attains critical power!
Nihor's spell attains critical power!
Nihor's spell attains critical power!
The Master deactivates Hiemal Shield.
Bane of Confusion from The Master hits Nihor for 51 darkness damage.
Thunderstorm hits Ghoul for 42 lightning damage.
Thunderstorm hits Armoured skeleton warrior for (29 absorbed), 13 lightning, (21 absorbed), 9 lightning (22 total damage).
Thunderstorm hits The Master for (46 absorbed), 32 lightning (32 total damage).
Thunderstorm hits Lord of Skulls (warrior) for 49 lightning, 36 lightning (85 total damage).
Bloodcaller hits Nihor for 1 healing, 1 healing, 1 healing, 3 healing (0 total damage) [7 healing].
LIFE LOST WARNING!
Nihor is confused and fails to use Re-assemble.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Nihor.
The Cog spins up and deflects the blow from Nihor!
Nihor resists the knockback!
Melee retaliation hits Armoured skeleton warrior for (1 absorbed), 0 nature, (1 absorbed), 0 nature (0 total damage).
Armoured skeleton warrior hits Nihor for 23 physical, 14 acid, 0 cold, 21 physical, 14 acid (72 total damage).
Nihor the level 29 skeleton arcane blade was corroded to death by an armoured skeleton warrior on level 9 of Dreadfell.
The furious lightning storm around Nihor calms down and disappears.