









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Yeek |
Class | Solipsist |
Level / Exp | 27 / 1% |
Size | small |
Lifes / Deaths | Killed by Siluda the sandworm destroyer at level 26 on the 30th Haze 122nd year of Ascendancy at 17:58 3 / 3Killed by war hound at level 26 on the 30th Haze 122nd year of Ascendancy at 21:08 Killed by Arevea the sandworm at level 27 on the 31st Haze 122nd year of Ascendancy at 03:18 |
Antimagic | Follower |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 17 (base 10) |
Constitution | 8 (base 10) |
Magic | 10 (base 10) |
Willpower | 85 (base 58) |
Cunning | 78 (base 50) |
Resources
Life | 427/427 |
Equilibrium | 0 |
Psi | 440/440 |
Healing Factor | 1.3795910630514 |
Regeneration | 14.140808396277 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 40.606190251377 |
See Invisible | 43.606190251377 |
Offense: Mainhand
Damage | 53 |
Accuracy | 48 |
Crit Chance | 27% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 48 |
Crit Chance | 23% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.5 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Nature | +31% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 30.82 |
Spell Save | 40.83 |
Mental Save | 57 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 23%( 70%) |
All | + 11%( 70%) |
Darkness | + 23%( 70%) |
Light | + 16%( 70%) |
Physical | + 12%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 31%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Confusion Resistance | 55% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 70% |
Blind Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 600 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Silith the war bear. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +11% Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +43.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Resists +1% physical Mind.save +6 (+2 eff.) Max.HP +60.00 HP.reg +4.00 ---------- misc Infravis +1 See.Invis +3 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+2 eff.) Spell.save +8 (+3 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +4 Str +3 Dex dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 37 ----- def ----- Armour +2 Resists +11% nature +5% arcane Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +2 Wil +8 Cun dps ---------- Mind.crit +5% Crit.mult +20.00% Acc +6 (+4 eff.) ----- def ----- Resists +6% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun +5 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Fatigue -4% Resists +22% fire Mind.save +8 (+3 eff.) ---------- misc Max.enc +21 Hate/m.crit +2.00 Max.hate +8.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +10% nature +14% blight Poison- +20% Disease- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 130.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Defense +15 (+8 eff.) Resists +5% acid +6% blight Crit.dmg- 15.00% Mind.save +3 (+1 eff.) Die.at -20.00 life Blind- +10% A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +1% Mind.pwr +7 (+2 eff.) Res.pen +10% blight ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Max.mana +20.00 Max.psi +11.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +9% lightning Crit.dmg- 5.00% Die.at -20.00 life Max.HP +51.00 Blind- +20% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +13% darkness +14% mind +11% all Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +22 (+6 eff.) Max.HP +51.00 HP.reg +2.00 Heal.mod +18% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 620% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 775% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 66.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 60 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. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Spell.crit +2% Crit.mult +10.00% Phasing +10% ----- def ----- Resists +6% physical +12% light +13% darkness Blind- +20% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Con dps ---------- Phys.crit +2.0% Res.pen +25% fire ----- def ----- Resists +4% physical Blind- +23% ---------- misc Infravis +4 See.Stealth +6 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+2 eff.) Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +26% nature Phys.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 40.0 - 60.0 Physical Uses 40% Wil, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +9 (+5 eff.) Apr +7 Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 12.0 - 15.6 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 acid While equipped: Stats +5 Str +4 Dex +6 Mag +5 Wil +5 Cun +5 Con dps ---------- Res.pen +25% physical ----- def ----- Resists +5% arcane +6% fire ---------- misc Max.stam +30.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 17.0 - 22.1 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 mind On Hit: * 20% chance to reduce all saves and defense by 37 While equipped: dps ---------- Res.pen +15% mind +9% all Acc +16 (+9 eff.) Apr +7 ----- def ----- Resists +15% blight Spell.save +6 (+2 eff.) Blind- +20% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Psionic Power 15.5 - 20.2 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +7% lightning Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Psionic Power 41.5 - 62.2 Physical Uses 40% Wil, 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +17 mind On Hit: * 27% chance to reduce all saves and defense by 37 While equipped: Stats +6 Cun +6 Wil ----- def ----- Resists +6% acid +12% fire +15% temporal Mind.save +6 (+2 eff.) HP.reg +4.00 Blind- +20% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 33.0 - 52.8 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature While equipped: dps ---------- Res.pen +25% nature Acc +14 (+8 eff.) ----- def ----- Defense +23 (+12 eff.) Resists +3% nature +6% temporal Spell.save +6 (+2 eff.) Die.at -40.00 life Disarm- +43% Stun/Frz- +20% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Power 36.0 - 57.6 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 nature On Hit.r1 +16 lightning +8 cold On Crit.r2 +16 lightning +8 cold While equipped: dps ---------- Melee Ret 4 cold ----- def ----- Resists +12% acid +9% cold Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 36.5 - 58.4 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +16 (+9 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +35% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 35.0 - 56.0 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 nature While equipped: Stats +5 Con dps ---------- Phys.pwr +14 (+5 eff.) Res.pen +12% physical ----- def ----- Disarm- +21% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 acid While equipped: dps ---------- Dmg.mod +17% acid +15% physical +12% temporal Res.pen +9% physical +11% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Master Power 25.0 - 35.0 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +29% Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +1 Wil +4 Cun +2 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) Melee+ 4 lightning Dmg.mod +6% lightning Res.pen +4% lightning ----- def ----- Resists +4% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Max.HP +12.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 mind 5 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 111.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T1 staff 1H weapon Reqs Mag 11 [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Spell.crit +1% Phys.pwr +15 (+5 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +3% mind ----- def ----- Defense +15 (+8 eff.) Phys.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil 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 (+2 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 7% While equipped: dps ---------- Dmg.mod +9% acid +9% cold +6% darkness Res.pen +5% acid +10% cold On Hit (Melee): * 20% chance to reduce armor by 7% * 20% chance to reduce damage dealt by 30% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 20.0 - 28.0 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +4.5% Atk.spd 100% Phasing +14% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex +5 Wil +3 Cun +4 Con ----- def ----- Resists +8% acid +7% fire +7% lightning +8% cold Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.stam +20.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 8 light On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +9% nature +18% cold Spell.save +15 (+5 eff.) Die.at -40.00 life Heal.mod +10% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +9% light +6% nature +3% darkness +7% all Max.HP +20.00 Poison- +10% ---------- misc Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +12% mind +7% all Crit.dmg- 10.00% ---------- misc Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% cold +3% temporal +3% darkness +7% all ---------- misc Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 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 (+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. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +15% fire ----- def ----- Resists +11% all +22% fire Mind.save +22 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +3% nature +3% darkness ----- def ----- Armour +7 Resists +9% nature +3% darkness ---------- misc Mana/turn +0.28 Max.mana +38.00 Infravis +1 Blink to a nearby random location (rad 9) Puts all charms on 22 cooldown A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +4 Wil +5 Con dps ---------- Crit.mult +10.00% Phys.pwr +20 (+7 eff.) Mind.pwr +6 (+2 eff.) Res.pen +32% physical ----- def ----- Armour +4 Fatigue +3% Spell.save +3 (+2 eff.) Heal.mod +5% Pinning- +20% Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil ----- def ----- Armour +3 Blink to a nearby random location (rad 9) Puts all charms on 22 cooldown A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +1 Fatigue -5% Resists +9% lightning +9% cold +5% arcane +6% blight Phys.save +6 (+2 eff.) Max.HP +20.00 ---------- misc Max.enc +21 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Mag +1 Wil ----- def ----- Armour +1 Resists +3% acid ---------- misc Stam/turn +0.50 Max.stam +12.00 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +12% Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% mind +5% cold Melee Ret 10 mind 10 cold ----- def ----- Armour +2 Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +10% Mind.crit +7% Crit.mult +7.00% On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +13 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +3 Dex +3 Cun dps ---------- Dmg.mod +3% blight ----- def ----- Armour +3 Fatigue +5% Resists +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Str +5 Dex ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 38.6 Physical damage. If the attack hits, the target is confused (29% effect) for 5 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. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Max.HP +23.00 HP.reg +2.30 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +7 Str dps ---------- Phys.crit +7.0% Dmg.mod +15% cold ----- def ----- Armour +6 Defense +13 (+7 eff.) Fatigue +6% Resists +11% darkness +5% physical ---------- misc Light +1 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +17% acid +12% nature +12% blight A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +23.00 HP.reg +2.90 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +9% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 12 lightning On shield block: * Cause enemies within radius 6 to bleed for 170 physical damage over 5 turns (1/turn) Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+3 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Wil ----- def ----- Resists +12% lightning Crit.dmg- 10.00% ---------- misc Light +6 Infravis +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. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Resists +9% cold Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By CHOKOLA the Yeek Solipsist level 20
58th Dusk 122nd year of Ascendancy at 16:07 see stats
By CHOKOLA the Yeek Solipsist level 9
8th Flare 122nd year of Ascendancy at 03:58 see stats
By CHOKOLA the Yeek Solipsist level 23
73rd Dusk 122nd year of Ascendancy at 09:30 see stats
By CHOKOLA the Yeek Solipsist level 10
5th Dusk 122nd year of Ascendancy at 19:03 see stats
By CHOKOLA the Yeek Solipsist level 20
49th Dusk 122nd year of Ascendancy at 16:19 see stats
By CHOKOLA the Yeek Solipsist level 24
73rd Dusk 122nd year of Ascendancy at 22:04 see stats
By CHOKOLA the Yeek Solipsist level 8
2nd Flare 122nd year of Ascendancy at 08:59 see stats
By CHOKOLA the Yeek Solipsist level 24
74th Dusk 122nd year of Ascendancy at 21:56 see stats
By CHOKOLA the Yeek Solipsist level 17
40th Dusk 122nd year of Ascendancy at 20:41 see stats
Log
Nerirana the sandworm uses Battle Shout.
CHOKOLA picks up ( .): amethyst.
Arevea the sandworm uses Slash.
CHOKOLA reacts immediately after taking severe wounds!
CHOKOLA has a cursed wound!
Talent Infusion: Regeneration is ready to use.
Talent Attune Mindstar is ready to use.
Talent Psychic Lobotomy is ready to use.
Talent Conversion is ready to use.
CHOKOLA converts some damage to Psi!
CHOKOLA receives 3 healing (3 psi heal).
Arevea the sandworm hits CHOKOLA for 96 to psi, 146 physical (243 total damage).
There is a ladder to the next level here (press '' or right click to use).
Nerirana the sandworm uses Shattering Shout.
CHOKOLA converts some damage to Psi!
Nerirana the sandworm hits CHOKOLA for 107 to psi, 162 physical (269 total damage).
Nerirana the sandworm hits Arevea the sandworm for (63 rampage shugs off), 193 physical (193 total damage).
CHOKOLA converts some damage to Psi!
Arevea the sandworm hits CHOKOLA for 59 to psi, 89 physical (148 total damage).
Arevea the sandworm has shrugged off 63 damage and is ready for more.
CHOKOLA receives 3 healing (3 psi heal).
CHOKOLA converts some damage to Psi!
Arevea the sandworm hits CHOKOLA for 66 to psi, 100 physical (166 total damage).
CHOKOLA the level 27 yeek solipsist was impaled to death by Arevea the sandworm on level 3 of Sandworm lair.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Arevea the sandworm killed CHOKOLA!