









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Notes to Self 1.7.0Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!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. Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 20 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Spectral Blade at level 20 on the 3rd Regrowth 123rd year of Ascendancy at 20:26 / 1 |
Primary Stats
| Strength | 48 (base 12) |
| Dexterity | 46 (base 14) |
| Constitution | 37 (base 16) |
| Magic | 45 (base 30) |
| Willpower | 34 (base 21) |
| Cunning | 49 (base 42) |
Resources
| Life | -85/556 |
| Mana | 11/334 |
| Stamina | 130/217 |
| Psi | 114/124 |
| Healing Factor | 1.4241015905906 |
| Regeneration | 14.312220985436 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 10 |
| See Invisible | 13 |
Offense: Barehand
| Damage | 64 |
| Accuracy | 33 |
| Crit Chance | 23% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +4% |
| Mind | +8% |
| Light | +3% |
| All | +0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 17 |
| Physical Save | 36 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Nature | 6%( 70%) |
| Light | 15%( 70%) |
| Cold | 9%( 70%) |
| Blight | 18%( 70%) |
| Arcane | 8%( 70%) |
| Fire | 15%( 70%) |
| All | 3%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 42% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
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 227 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 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: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed sandworm tooth. The Brotherhood of Alchemists* &039;t much matter. The last ten inches or so should do nicely.&WHITELIGHT_GREEN039;ve found the needed ice ant stinger. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Blazebore (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +3 Wil +1 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% blight Teleport- +20% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| On hands | Durukath the Raingasher (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold Melee Ret 4 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +12% light +6% cold +3% nature +5% arcane Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +10 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Emeluba the drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Dex +6 Wil +3 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +3% mind Apr +6 Melee Ret 6 mind ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Phys.save +19 (+7 eff.) Mind.save +5 (+2 eff.) ---------- misc See.Invis +3 A hat made of leather. Very stylish. |
| Tool | elm wand of shielding [power 110] (18/20 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 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan&0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | marksman&0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| Main armor | troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +35.00 HP.reg +5.10 Heal.mod +11% A suit of armour made of leather. |
| Light source | alchemist&039;Adomina&0.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +5% mind Res.pen +5% mind Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around waist | Glaregrind1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +2 Resists +12% fire HP.reg +0.70 Heal.mod +11% Blind- +10% Confus- +10% A belt that goes around your waist. |
Inventory
medical injector implant of the warrior (efficiency 139% / cooldown 78%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 78%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion (die at -100; dur 6; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost (currently 215 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 60; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 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. |
regeneration infusion (heal 222; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 222 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. |
manasurge rune (regen 732% over 10 turns; mana 37; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% for 10 turns (18 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 67; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist&0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
insulating steel amulet of constitution (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Resists +13% fire +11% cold Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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& |
rogue&0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Defense +4 (+2 eff.) Resists +11% physical Rings make your fingers look great! |
sneakthief&0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +17 (+8 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 107% 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. Rings make your fingers look great! |
wizard&0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Manykalthodan (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Nature Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 blight +20 nature On Hit.r1 +10 fire On Crit.r2 +20 acid On Hit: * 10% chance to reduce armor by 32% While equipped: dps ---------- Dmg.mod +3% acid Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of projection (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master/Psionic Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +14 (+7 eff.) Disarm- +42% Massive two-handed battleaxes. |
dwarven-steel battleaxe &039; (30-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +8 light While equipped: Stats +13 Str +7 Dex +7 Mag +9 Wil +10 Cun +7 Con dps ---------- Dmg.mod +9% light Res.pen +25% lightning Massive two-handed battleaxes. |
dwarven-steel battleaxe of crippling (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
plaguebringer&3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +17% Massive two-handed battleaxes. |
truestriking steel battleaxe of enduring (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Nature/Master Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Con +12 Wil dps ---------- Res.pen +10% physical Acc +10 (+5 eff.) Apr +12 ----- def ----- Max.HP +31.00 Massive two-handed battleaxes. |
Borinarilar the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +16 blight While equipped: dps ---------- Res.pen +10% blight +20% arcane +8% all Acc +12 (+6 eff.) Apr +8 Melee Ret 8 acid ----- def ----- Resists +6% acid Sharp, short and deadly. |
arcing steel dagger of paradox (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage While equipped: ----- def ----- Resists +9% temporal Sharp, short and deadly. |
arcing steel dagger of vileness (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 22 * 25% chance for lightning to strike from the target to a second target dealing 73 damage Sharp, short and deadly. |
chilling steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
slime-covered steel dagger of enduring (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Disrupt Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 8% chance to slow global speed by 50% While equipped: Stats +6 Con +6 Wil ----- def ----- Max.HP +25.00 Sharp, short and deadly. |
truestriking steel dagger of amnesia (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +6% physical Acc +6 (+3 eff.) Apr +6 Sharp, short and deadly. |
penetrating yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +8% physical Longbows are used to shoot arrows at your foes. |
steady ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +3.0% Res.pen +11% all Acc +17 (+8 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
chilling dwarven-steel mace of massacre (37-52 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 cold Blunt and deadly. |
steel mace of corruption (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: 20% Curse of Death 2 Blunt and deadly. |
hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +7% all Acc +8 (+4 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Poltergeist&5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Phys.crit +2.0% Spell.crit +6% Mind.crit +2% Spell.pwr +14 (+4 eff.) Dmg.mod +18% blight +18% arcane +4% all ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
cruel ash magestaff of fate (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of greater warding (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire ----- def ----- Armour +10 Hardiness +2% Defense +8 (+4 eff.) Phys.save +4 (+2 eff.) ---------- misc Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of greater warding (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Armour +10 Hardiness +4% Defense +7 (+4 eff.) Phys.save +4 (+2 eff.) ---------- misc Wards +3 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.70 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord&5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +22 (+7 eff.) Melee+ 20 arcane Dmg.mod +20% arcane ---------- misc Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of power (18-22 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +14 (+4 eff.) Dmg.mod +18% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty dwarven-steel steamgun of cold4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 cold Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +11% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Viletooth (20-30 power, 12 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 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. |
timebroken cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+5 eff.) Dmg.mod +11% temporal +16% arcane +8% all ----- def ----- Resists +11% all ---------- misc Max.mana +36.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mountain (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +9% all +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Ce&1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% mind Acc +10 (+5 eff.) ----- def ----- Armour +2 Defense +5 (+3 eff.) Resists +6% lightning +5% arcane +6% light Die.at -80.00 life Disease- +10% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elenyromivor the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 lightning Dmg.mod +4% lightning +3% mind Res.pen +10% arcane Acc +12 (+6 eff.) Melee Ret 2 arcane ----- def ----- Armour +2 Resists +7% lightning +5% arcane +6% mind Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +7.0% Atk.spd 125% On Crit.r2 +9 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 45.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +2 Str +3 Wil +3 Con dps ---------- On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+4 eff.) Disarm- +20% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: * 15 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
temporal iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% arcane +3% temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% temporal Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +6 arcane On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Uralathaldir the Darkstalker (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +5 Wil dps ---------- Phys.pwr +7 (+2 eff.) S.pwr/crit +6 Dmg.mod +3% arcane +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% physical Phys.save +6 (+3 eff.) A hat made of leather. Very stylish. |
bladed rough leather hat of trickery (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy&LIGHT_GREENLASTWHITELASTLIGHT_GREENLASTLIGHT_GREENLASTWHITELASTWHITELASTWHITEANTIQUE_WHITE |
cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +2 (+1 eff.) Mind.save +13 (+6 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTWHITEANTIQUE_WHITE |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +18% acid HP.reg +2.50 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
Nature&9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour &039; (12 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +9 (+4 eff.) Mov.spd +20% Res.pen +25% blight ----- def ----- Armour +4 Defense +12 (+6 eff.) Fatigue +7% Resists +9% acid +13% physical +9% cold +7% lightning +8% fire Phys.save +15 (+6 eff.) ---------- misc Vim/s.crit +2.00 A suit of armour made of leather. |
enlightening cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% acid Mind.save +12 (+6 eff.) A suit of armour made of leather. |
marauder&9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Dex +3 Cun ----- def ----- Armour +11 Defense +21 (+11 eff.) Fatigue +8% Phys.save +5 (+2 eff.) Mind.save +17 (+8 eff.) A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
exposing dwarven-steel shield of the stars (0 def, 6 armour, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic Learn shield attack talent or enable &039; to see combat stats. While equipped: Stats +4 Cun +1 Mag dps ---------- Dmg.mod +13% light +13% darkness On Hit (Melee): * 7% chance to reduce all saves and defense by 24 On Melee Ret: * 17% chance to reduce all saves and defense by 24 ----- def ----- Armour +6 Fatigue +8% Resists +12% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
icy dwarven-steel shield (0 def, 6 armour, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable &039; to see combat stats. While equipped: dps ---------- Melee+ 16 cold Melee Ret 6 ice ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
67 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. |
4 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. |
3 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Elenalin the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Cun +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature +3% temporal Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner&3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 94.77 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 94.77 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Yvyseldassra the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun +5 Str dps ---------- Dmg.mod +6% acid ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
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. |
Belath the Strikepanic [power 10] (18/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% lightning +21% blight Res.pen +15% blight Melee Ret 4 blight Reveal the area around you, dispelling darkness (radius 10, power 61 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
9 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Reggaeton the Skeleton Adventurer level 14
78th Dusk 122nd year of Ascendancy at 21:14 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Reggaeton the Skeleton Adventurer level 17
79th Haze 122nd year of Ascendancy at 09:20 see stats
Level 10 (Roguelike)
Got a character to level 10.By Reggaeton the Skeleton Adventurer level 10
1st Summertide 122nd year of Ascendancy at 22:09 see stats
Level 20 (Roguelike)
Got a character to level 20.By Reggaeton the Skeleton Adventurer level 20
2nd Regrowth 123rd year of Ascendancy at 05:13 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Reggaeton the Skeleton Adventurer level 11
5th Dusk 122nd year of Ascendancy at 18:46 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Reggaeton the Skeleton Adventurer level 16
43rd Haze 122nd year of Ascendancy at 02:10 see stats
Log
Poltergeist Spectral Blade is recovering from the damage!
Reggaeton performs a melee critical strike against Animated dwarven-steel greatmaul of rage!
Animated dwarven-steel greatmaul of rage resists!
Animated dwarven-steel greatmaul of rage shrugs off Reggaeton&039;Dazed&LASTReggaeton hits Shadow for 0 cold, 0 cold (0 total damage).
Reggaeton hits Animated dwarven-steel greatmaul of rage for 72 physical, 0 arcane, 2 lightning, 5 fire, 3 cold, 3 mind, 4 cold, (8 to ice), 11 arcane, (26 to ice), 40 darkness, 0 arcane, (1 to ice), 1 lightning, (2 to ice), 3 fire, (1 to ice), 2 cold, (1 to ice), 2 mind, (8 to ice), 11 arcane, (26 to ice), 39 physical, 0 arcane, (1 to ice), 1 lightning, (2 to ice), 3 fire, (1 to ice), 2 cold, (1 to ice), 2 mind, (2 to ice), 3 cold, (8 to ice), 11 arcane, (18 to ice), 26 darkness (246 total damage).
Reggaeton hits Poltergeist Spectral Blade for (2 deflected), 3 cold, (4 deflected), 15 arcane, 19 arcane, 5 cold, 19 arcane (62 total damage).
Reggaeton hits Something for 5 cold, 5 cold (10 total damage).
Reggaeton killed Animated dwarven-steel greatmaul of rage!
Poltergeist Spectral Blade uses Warshout.
Shadow resists!
Shadow hits Reggaeton for (21 to psi shield), (20 flat reduction), 24 physical (24 total damage).
Melee retaliation hits Shadow for 2 blight, 2 cold, 3 mind (7 total damage).
You are unable to move!
You are unable to move!
Reggaeton misses Shadow.
Reggaeton hits Shadow for 31 physical, 10 arcane, 2 lightning, 5 fire, 3 cold, 1 mind (53 total damage).
Reggaeton is not stunned anymore.
Shadow hits Reggaeton for (21 to psi shield), (20 flat reduction), 27 physical (27 total damage).
Melee retaliation hits Shadow for 4 blight, 4 cold, 3 mind (11 total damage).
Poltergeist Spectral Blade&LASTLASTLASTTalent Telekinetic Grasp is ready to use.
Poltergeist Spectral Blade uses Shattering Blow.
Reggaeton&LASTSLATELASTDARK_GREENLASTSLATELAST1133F3LASTSLATELASTORANGELAST9 total damage).
Poltergeist Spectral Blade hits Reggaeton for (22 to psi shield), (20 flat reduction), 174 physical (174 total damage).
Reggaeton the level 20 skeleton adventurer was bludgeoned to death by a Poltergeist Spectral Blade on level 3 of Ruined halfling complex.















































































































