















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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.
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:
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 ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 22 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 22 on the 10th Haze 122nd year of Ascendancy at 18:14 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 25 (base 25) |
| Constitution | 21 (base 12) |
| Magic | 18 (base 12) |
| Willpower | 53 (base 26) |
| Cunning | 67 (base 51) |
Resources
| Hate | 106/106 |
| Equilibrium | 0 |
| Life | -85/484 |
| Steam | 100/100 |
| Stamina | 292/292 |
| Psi | 137/385 |
| Healing Factor | 1.4148044672221 |
| Regeneration | 10.25733238736 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 44 |
| Crit Chance | 27% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 51 |
| Crit Chance | 21% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| Blight | +3% |
| Nature | +15% |
| Mind | +40% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Mind | +35% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 22 (35.65183292883%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 21.4 |
| Spell Save | 30.2 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 13%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 37%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. Its effects scale with your Cunning 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Stealth | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed ice ant stinger. | 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 within6 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. | active |
Equipment
| Psionic focus | Titan4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
| Quiver | psychokinetic pouch of iron shots of crippling (15/15, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego++] Master/Psionic Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 15 Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| On hands | Spellhunt Remnants (3 def, 4 armour)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 (+3 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. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Dourbrand the hardened leather cap (0 def, 7 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% blight Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +7 Fatigue +3% Resists +7% nature Spell.save +5 (+2 eff.) Max.HP +55.00 Heal.mod +10% ---------- misc Infravis +2 A cap made of leather. |
| On feet | Arcedge the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% mind Res.pen +15% mind Melee Ret 2 mind 6 lightning ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Hate/m.crit +2.00 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | Betuminn0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +3 Mag ----- def ----- Armour +2 Defense +15 (+6 eff.) Fatigue -5% ---------- misc Max.enc +20 Stam/turn +3.00 Max.stam +10.00 Rings make your fingers look great! |
| On fingers | Zeraleg the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +8 Cun dps ---------- Crit.mult +10.00% On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Max.HP +45.00 HP.reg +5.00 Heal.mod +12% ---------- misc Max.psi +40.00 Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 279 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | steel steamgun of enduring4.0 T2 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +12.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Berydil'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% mind Res.pen +20% mind ----- def ----- Max.HP +32.00 ---------- misc Equi/ret +0.04 Max.hate +6.00 A belt that goes around your waist. |
| In off hand | wyrm's thorny mindstar of clarity (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% 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.) Melee+ 3 lightning 2 physical 3 fire 3 acid 2 cold ----- def ----- Resists +2% lightning +3% physical +3% cold +4% fire +2% acid Mind.save +2 (+1 eff.) ---------- misc Max.psi +10.00 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 | Lustregrit (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Mag +1 Wil dps ---------- Dmg.mod +12% light ----- def ----- Defense +7 (+4 eff.) Crit.dmg- 10.00% Phys.save +6 (+3 eff.) ---------- misc Light +2 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven linen robe of the mind (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% mind ----- def ----- Resists +10% mind +7% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 88% / cooldown 65%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 88% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 100% / cooldown 56%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 132% / cooldown 76%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 76%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 123% / cooldown 85%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 85%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 299; 13 cd)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) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 299 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. Press to compare to your current inscriptions |
wild infusion of the sneak (res 31%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
starlit copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% light +12% darkness Blind- +22% Amulets make your neck look great! |
Deepshunt0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +3 Con dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Dmg.mod +3% fire Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Duathelborn the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% light Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
voratun battleaxe 'Obsidianobsidian' (60-89 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 59.5 - 89.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 temporal On Hit.r1 +8 mind On Crit.r2 +12 mind On Hit: * Create an explosion dealing 15 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +23% acid Res.pen +28% acid +25% darkness ----- def ----- Resists +3% mind +21% temporal Massive two-handed battleaxes. |
balanced dwarven-steel greatmaul of erosion (44-65 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Nature/Master Power 43.5 - 65.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +29% Massive two-handed mauls. |
Zaneruizor the dwarven-steel greatsword (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Psionic Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +14% Living On Hit.r1 +16 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Mind.pwr +30 (+9 eff.) Dmg.mod +12% temporal Massive two-handed swords. |
vined mindstar of disruption (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 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. |
Betath4.0 T2 sling 1H weapon [Random Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 acid +20 arcane On Crit.r2 +4 acid While equipped: Stats +8 Str +11 Dex +9 Mag +17 Wil +11 Cun +16 Con dps ---------- Dmg.mod +3% arcane Melee Ret 2 arcane ----- def ----- Max.HP +30.00 Slings are used to hurl stones or metal shots at your foes. |
iron steamgun 'Woesage'4.0 T1 steamgun 1H weapon [Rare] Disrupt/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Melee Ret 6 darkness 2 physical ----- def ----- Defense +20 (+8 eff.) Resists +8% acid +8% lightning +8% cold +9% fire +3% all Phys.save +3 (+2 eff.) Spell.save +6 (+2 eff.) ---------- misc Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown steel steamgun of dampening4.0 T2 steamgun 1H weapon [Ego] Nature/Disrupt/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- Resists +9% acid +8% lightning +8% cold +8% fire +3% all Spell.save +6 (+2 eff.) HP.reg +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Galidozor the Rimeparry (19/19, 14-17 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Ranged+ +6 nature +4 cold +12 mind On Hit.r1 +4 cold On Crit.r2 +12 mind +8 cold On Hit: * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of corruption (18/18, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego++] Arcane/Master Power 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 18 On Hit: 20% Curse of Defenselessness 2 On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of paradox (15/15, 28-33 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 27.5 - 33.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +7 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
thought-forged pouch of dwarven-steel shots of erosion (22/22, 32-39 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Psionic Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Rld cld 6 Ranged+ +7 nature +8 mind On Hit: * 14% chance to reduce all saves and defense by 33 Shots are used with slings to pummel your foes to death. |
Neromitha the cashmere robe (0 def, 10 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +10 Resists +11% all Mind.save +24 (+8 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Manyrador the Heatwish1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.crit +3% ----- def ----- Resists +3% lightning +3% fire Max.HP +35.00 A belt that goes around your waist. |
Xiremiwe1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +2 Cun dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +9% blight Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Sewerspire'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +15% nature Against +18% Summoned ----- def ----- Defense +15 (+6 eff.) D.Red.from +17% Summoned Die.at -40.00 life Poison- +20% Confus- +10% A belt that goes around your waist. |
linen cloak 'Quenchmark' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Res.pen +5% acid ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +9% cold +5% arcane +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earorath the Hellgrinder (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% Dmg.mod +3% arcane +6% fire Res.pen +5% blight Melee Ret 6 fire ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
pair of rough leather boots 'Zanarirab' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +1% Dmg.mod +9% acid Melee Ret 2 arcane 6 blight ----- def ----- Armour +3 ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 Infravis +1 A pair of boots made of leather. |
Growthwind (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 61% ----- def ----- Armour +3 Fatigue -3% Resists +3% light +3% darkness Phys.save +6 (+3 eff.) Spell.save +12 (+5 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloriba the rough leather hat (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +6% lightning +6% temporal +9% fire Die.at -80.00 life Disarm- +20% A hat made of leather. Very stylish. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.25 to 132.74 lightning damage (88.49 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Kahell (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +5% Resists +8% lightning +6% temporal Die.at -40.00 life Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerelaith (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +8% cold Max.HP +40.00 HP.reg +4.00 Poison- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
213 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Wretchbreak'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +2 Resists +12% lightning +5% arcane +3% mind Max.HP +41.00 Poison- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe 'Sleetlore' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% Res.pen +5% cold ----- def ----- Armour +4 Resists +18% acid +3% temporal Crit.dmg- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Betunor the Flametitan [power 175] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Str +1 Con dps ---------- Melee Ret 2 fire ---------- misc Infravis +2 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 15 cooldown 100% to heal for 38. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Tarramas the steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +15% blight Melee Ret 4 blight ----- def ----- Crit.dmg- 5.00% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By RLPsyAd the Cornac Adventurer level 21
71st Dusk 122nd year of Ascendancy at 17:12 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By RLPsyAd the Cornac Adventurer level 17
41st Dusk 122nd year of Ascendancy at 12:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By RLPsyAd the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 11:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By RLPsyAd the Cornac Adventurer level 20
65th Dusk 122nd year of Ascendancy at 02:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By RLPsyAd the Cornac Adventurer level 11
3rd Mirth 122nd year of Ascendancy at 15:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By RLPsyAd the Cornac Adventurer level 11
8th Flare 122nd year of Ascendancy at 19:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By RLPsyAd the Cornac Adventurer level 19
64th Dusk 122nd year of Ascendancy at 16:58 see stats
Log
Shadowblade deactivates Stealth.
RLPsyAd mentally dismisses some damage!
RLPsyAd converts some damage to Psi!
RLPsyAd receives 90 healing (47 psi heal).
Melee retaliation hits Shadowblade for 4 lightning, 2 mind, 5 lightning, 2 mind (13 total damage).
Shadowblade hits RLPsyAd for (13 to psi shield), 5 to psi, 13 physical, 2 to psi, 6 darkness, (3 to psi shield), (2 dismissed), 1 to psi, 2 fire, (10 to psi shield), 4 to psi, 10 physical, 2 to psi, 6 darkness (51 total damage).
RLPsyAd HEALS from nature damage!
RLPsyAd converts some damage to Psi!
Deadly Poison from Assassin Lord hits RLPsyAd for (9 to psi shield), 3 to psi, 9 nature, 2 healing (1 psi heal) (12 total damage) [3 healing].
Assassin Lord casts Shadow Veil.
Assassin Lord performs a melee critical strike against RLPsyAd!
Assassin Lord's spell attains critical power!
Assassin Lord performs a melee critical strike against RLPsyAd!
Assassin Lord is covered in a veil of shadows!
RLPsyAd's Rocket Pod misses something.
RLPsyAd's Rocket Pod misses something.
RLPsyAd converts some damage to Psi!
Assassin Lord hits RLPsyAd for 52 to psi, 136 darkness, (2 to psi shield), 1 to psi, 1 light, 4 to psi, 11 darkness, (36 to psi shield), 14 to psi, 36 acid, 30 to psi, 78 darkness, 4 to psi, 11 darkness (377 total damage).
Melee retaliation hits Assassin Lord for 3 lightning, 2 mind, 3 lightning, 2 mind (10 total damage).
RLPsyAd's Rocket Pod performs a ranged critical strike against Something!
RLPsyAd hits Something for 51 mind, 1 lightning, 1 fire, 7 light, 1 acid, 1 physical, 1 cold (62 total damage).
RLPsyAd's Rocket Pod hits Something for 43 fire, 2 physical (45 total damage).
--------------------------------
RLPsyAd performs a telekinetically enhanced leap!
Assassin Lord performs a melee critical strike against RLPsyAd!
RLPsyAd converts some damage to Psi!
Assassin Lord hits RLPsyAd for 43 to psi, 112 darkness (155 total damage).
Melee retaliation hits Assassin Lord for 2 lightning, 2 mind, 2 lightning, 2 mind (8 total damage).
RLPsyAd the level 22 cornac adventurer was darkened to death by Assassin Lord on level 2 of Unknown tunnels.







































































































