










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game UI Pack: Plumpkins! 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Wanderer |
Level / Exp | 25 / 85% |
Size | small |
Lifes / Deaths | Killed by Gosenne the faeros at level 25 on the 11st Regrowth 123rd year of Ascendancy at 06:08 / 1 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 26 (base 15) |
Constitution | 33 (base 12) |
Magic | 74 (base 55) |
Willpower | 20 (base 15) |
Cunning | 45 (base 30) |
Resources
Life | -3/888 |
Mana | 63/375 |
Paradox | 356 |
Positive | 122/122 |
Healing Factor | 1.4289294477288 |
Regeneration | 23.220103525593 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 32.045069181528 |
See Invisible | 32.045069181528 |
Offense: Mainhand
Damage | 36 |
Accuracy | 28 |
Crit Chance | 18% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Temporal | +21% |
Physical | +36% |
Arcane | +20% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Physical | +32% |
Arcane | +10% |
Cold | +15% |
Temporal | +7% |
Defense: Base
Armour (hardiness) | 23 (35.65183292883%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 28 |
Mental Save | 39 |
Defense: Resistances
Darkness | + 22%( 70%) |
Nature | + 22%( 70%) |
Temporal | + 34%( 70%) |
Lightning | + 19%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 36%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Silence Resistance | 21% |
Confusion Resistance | 24% |
Stun Resistance | 48% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (5/5)
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 490 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 424% 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. |
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 358 damage for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Matter | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Gravity | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Lisotta the orc corruptor. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed green worm. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You'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 within5 lumberjacks have died. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +7 Con dps ---------- Mind.crit +1% ----- def ----- Armour +3 Defense +15 (+6 eff.) Fatigue +2% Phys.save +6 (+3 eff.) Silence- +21% Confus- +24% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +5 (+3 eff.) Melee Ret 6 nature ----- def ----- Armour +12 Fatigue +4% Resists +6% nature Mind.save +6 (+2 eff.) Max.HP +40.00 HP.reg +2.00 Blind- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Resists +3% nature +9% darkness +5% arcane Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 940 Base Damage: 415 Armor: 25 All Resist: 31 Puts all charms on 22 cooldown 100% to heal for 78. 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Max.HP +50.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +5 Lck ----- def ----- Resists +5% arcane +3% temporal Phys.save +9 (+4 eff.) Mind.save +3 (+1 eff.) Stealth +6 Max.HP +80.00 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +35 (+8 eff.) Dmg.mod +9% cold +25% physical Res.pen +15% cold ----- def ----- Resists +9% cold ---------- misc Mana/turn +0.51 Max.mana +59.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 10 arcane Dmg.mod +5% arcane Acc +7 (+3 eff.) ----- def ----- Armour +2 Resists +6% arcane Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 10% Perfect Control 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +9% cold +21% temporal +15% arcane +11% physical Res.pen +7% temporal +10% arcane +7% physical ----- def ----- Resists +14% temporal +6% cold +11% all Mind.save +19 (+6 eff.) Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Res.pen +25% physical Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% temporal +11% cold Crit.chn- 5.00% Phys.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +3 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +4 Mov.spd +10% ----- def ----- Fatigue -6% Resists +6% lightning Spell.save +3 (+2 eff.) HP.reg +3.00 Heal.mod +10% Blind- +20% Disease- +20% ---------- misc Stam/turn +0.70 Mana/turn +0.19 Max.mana +22.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] 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 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 Willpower stat. 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 487% 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 Strength stat. 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 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. Its effects scale with your Willpower stat. 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 1.0 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 253 life over 5 turns. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Magic 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 Dexterity stat. 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 [Ego] 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 create a protective shield absorbing at most 287 damage for 5 turns. Its effects scale with your Constitution stat. 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 346 damage for 5 turns. 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +11 Mag +2 Cun +8 Lck dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 11% ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee Ret 2 mind ----- def ----- Resists +10% fire +11% cold Phys.save +3 (+2 eff.) Die.at -60.00 life Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag dps ---------- S.pwr/crit +5 ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.20 Max.mana +40.00 Infravis +1 Masteries +0.13 Chronomancy/Matter Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +13% light +13% darkness Blind- +29% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +5 (+2 eff.) Res.pen +5% acid ----- def ----- Resists +12% acid Mind.save +9 (+3 eff.) Confus- +26% ---------- misc Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Resists +3% temporal +3% mind +9% light Heal.mod +5% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +4 Dex +4 Mag dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +3% darkness Spell.save +8 (+4 eff.) ---------- misc See.Invis +15 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +6% mind Acc +22 (+10 eff.) Apr +17 ----- def ----- Defense +21 (+8 eff.) Mind.save +3 (+1 eff.) Blind- +31% ---------- misc Infravis +4 See.Stealth +11 See.Invis +6 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% temporal Acc +6 (+3 eff.) ----- def ----- Resists +11% temporal Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Nature Power 107% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +4 lightning While equipped: Stats +9 Con +9 Wil dps ---------- Res.pen +15% lightning Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Max.HP +19.00 Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 114% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: Stats +3 Dex +2 Mag dps ---------- Melee Ret 2 blight ---------- misc See.Invis +3 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +8 (+4 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +2% darkness ----- def ----- Resists +9% light ---------- 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 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) Dmg.mod +6% lightning +19% physical Res.pen +15% physical ----- def ----- Defense +15 (+6 eff.) Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Spell.crit +2% Spell.pwr +17 (+4 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light Res.pen +20% darkness ---------- misc Mana/turn +0.14 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +9 Wil dps ---------- Res.pen +10% cold ----- def ----- Armour +7 Crit.chn- 15.00% ---------- misc Infravis +2 Create a temporary shield that absorbs 176 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Against +15% Summoned ----- def ----- Resists +9% cold +3% temporal D.Red.from +19% Summoned Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Crit.mult +10.00% Res.pen +15% arcane ----- def ----- Resists +6% fire Spell.save +3 (+2 eff.) Max.HP +34.00 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +6 Defense +15 (+6 eff.) Resists +6% blight +3% darkness Cut- +10% Silence- +10% Create a temporary shield that absorbs 194 damage Puts all charms on 26 cooldown 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 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% darkness Melee Ret 2 cold 2 fire ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Max.HP +32.00 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 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Cun +1 Con dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% mind +13% fire On Hit (Melee): * 20% chance to reduce armor by 38% * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +5% blight +19% fire +9% all Phys.save +17 (+7 eff.) Max.HP +46.00 HP.reg +1.50 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +5% physical ----- def ----- Armour +3 Fatigue -3% Resists +3% darkness Phys.save +5 (+3 eff.) Spell.save +3 (+2 eff.) Heal.mod +5% Disease- +20% ---------- misc Max.enc +20 Max.psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +3 Con dps ---------- Spell.crit +2% Phasing +30% ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +3 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. 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 [Rare] Master While equipped: Stats +13 Dex dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Defense +10 (+5 eff.) Resists +12% light +6% cold A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +7 Dex +5 Wil +5 Con +9 Lck dps ---------- Phys.crit +5.0% Mind.crit +4% Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind Res.pen +7% physical +5% mind +10% light Apr +9 ----- def ----- Armour +5 Stealth +14 Blindside: Puts all charms on 22 cooldown Level 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Crit.mult +15.00% Dmg.mod +6% darkness ----- def ----- Armour +1 Resists +5% fire +6% cold ---------- misc Hate/m.crit +1.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Str +8 Con dps ---------- Crit.mult +10.00% ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +6% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- S.pwr/crit +4 Res.pen +5% light +10% acid ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.04 Max.mana +20.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% cold Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +3% cold +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +10 Dex dps ---------- Spell.crit +6% S.pwr/crit +6 Res.pen +10% blight ----- def ----- Armour +4 Fatigue +4% Crit.chn- 15.00% 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 104.7 Physical damage. If the attack hits, the target is confused (33% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% mind Res.pen +15% physical Acc +5 (+2 eff.) Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Knockbk- +10% A cap made of leather. |
![]() 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 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 +1 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +3% cold Res.pen +5% darkness +5% cold Melee Ret 4 mind 6 darkness ----- def ----- Resists +6% cold ---------- 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] Master While equipped: ----- def ----- Crit.chn- 15.00% Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) Confus- +20% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Dex +1 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Res.pen +15% physical Melee Ret 6 physical ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 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. |
![]() 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 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Con ----- def ----- Resists +6% blight Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 11% for 2 turns. 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. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight Res.pen +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight Def/telep +15 Res/telep +15% Dur/telep +15% Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 13 cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 Gteibo the Halfling Wanderer level 10
9th Mirth 122nd year of Ascendancy at 10:40 see stats
By Gteibo the Halfling Wanderer level 23
10th Allure 123rd year of Ascendancy at 09:04 see stats
By Gteibo the Halfling Wanderer level 10
9th Mirth 122nd year of Ascendancy at 10:38 see stats
By Gteibo the Halfling Wanderer level 20
5th Haze 122nd year of Ascendancy at 21:03 see stats
By Gteibo the Halfling Wanderer level 22
63rd Haze 122nd year of Ascendancy at 13:50 see stats
By Gteibo the Halfling Wanderer level 10
1st Flare 122nd year of Ascendancy at 13:02 see stats
By Gteibo the Halfling Wanderer level 10
3rd Flare 122nd year of Ascendancy at 05:50 see stats
By Gteibo the Halfling Wanderer level 23
1st Regrowth 123rd year of Ascendancy at 23:26 see stats
By Gteibo the Halfling Wanderer level 17
32nd Dusk 122nd year of Ascendancy at 00:30 see stats
Log
Gteibo speeds up.
Gteibo is no longer blood locked.
A shield forms around Gteibo.
Gteibo is confused and fails to use Manathrust.
Belerebeth the fire drake hatchling casts Blood Lock.
Gteibo is blood locked.
Arcane Vortex from Gteibo hits Gosenne the faeros for (1 exoskeleton), 1 physical, (20 exoskeleton), 20 arcane (22 total damage).
Arcane Vortex from Gteibo hits Belerebeth the fire drake hatchling for 2 physical, 33 arcane (35 total damage).
Talent Infusion: Movement is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Burning from Gosenne the faeros hits Gteibo for (29 absorbed), 0 fire (0 total damage).
Bane of Confusion from Belerebeth the fire drake hatchling hits Gteibo for (40 absorbed), 0 darkness (0 total damage).
Gteibo uses Infusion: Healing.
Gteibo is confused and fails to use Infusion: Regeneration.
Arcane Vortex from Gteibo hits Gosenne the faeros for (1 exoskeleton), 1 physical, (20 exoskeleton), 20 arcane (22 total damage).
Arcane Vortex from Gteibo hits Belerebeth the fire drake hatchling for 2 physical, 33 arcane (35 total damage).
Belerebeth the fire drake hatchling casts Dire Plague.
Gteibo is afflicted by a dire plague!
Your shield crumbles under the damage!
The shield around Gteibo crumbles.
Gteibo is no longer evading attacks.
Burning from Gosenne the faeros hits Gteibo for (29 absorbed), 0 fire (0 total damage).
Bane of Confusion from Belerebeth the fire drake hatchling hits Gteibo for (36 absorbed), 4 darkness (4 total damage).
Dire Plague from Belerebeth the fire drake hatchling hits Gteibo for 59 darkness damage.
Gteibo's morale has been lowered.
Gosenne the faeros casts Flame.
Gosenne the faeros hits Gteibo for 59 fire damage.
Gteibo the level 25 halfling wanderer was flamed to death by Gosenne the faeros on level 2 of Daikara.