











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Cornac |
Class | Cursed |
Level / Exp | 24 / 22% |
Size | medium |
Lifes / Deaths | Killed by Isuwyn the yellow ooze at level 23 on the 51st Regrowth 123rd year of Ascendancy at 16:51 / 2Killed by fearful symmetry at level 24 on the 64th Regrowth 123rd year of Ascendancy at 16:28 |
Primary Stats
Strength | 61 (base 44) |
Dexterity | 21 (base 12) |
Constitution | 35 (base 10) |
Magic | 14 (base 10) |
Willpower | 62 (base 42) |
Cunning | 43 (base 26) |
Resources
Life | -323/619 |
Hate | 106/112 |
Equilibrium | 18 |
Healing Factor | 1.3216660017318 |
Regeneration | 5.6170805073603 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20.000000000003% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 6 |
See Invisible | 7.0000000000003 |
Stealth | 21 |
Offense: Mainhand
Damage | 90 |
Accuracy | 34 |
Crit Chance | 19% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 50 |
Crit Chance | 23% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Fire | +17% |
Cold | +22% |
Physical | +29% |
Mind | +17% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Lightning | +5% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 44.317011280365 (72.903125182002%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 7 |
Physical Save | 28 |
Spell Save | 28 |
Mental Save | 33 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 40%( 70%) |
All | + 7%( 70%) |
Darkness | + 18%( 70%) |
Light | + 10%( 70%) |
Temporal | + 17%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 23%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
Fear Resistance | 35% |
Disarm Resistance | 40% |
Poison Resistance | 38% |
Knockback Resistance | 35% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 425 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 41 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 442% 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 Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Possessed. | 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. | 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: * You've found the needed wretchling eyeball. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed hummerhorn wing. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within4 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 | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +20% physical ----- def ----- Armour +1 Resists +5% lightning +5% temporal Phys.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Max.stam +10.00 Curse of Misfortune A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind +12% cold ----- def ----- Mind.save +6 (+3 eff.) Die.at -40.00 life Poison- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +21% physical ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +6% fire Spell.save +5 (+3 eff.) Die.at -80.00 life Max.HP +66.00 Heal.mod +13% ---------- misc Stam/turn +2.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Mindhook: Level 4.0 Pwr.cost 16 out of 14/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +4 Mag +3 Con dps ---------- Spell.crit +5% Dmg.mod +8% mind +8% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +3% light +9% blight Mind.save +5 (+3 eff.) ---------- misc Max.mana +40.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 7 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 30 On Hit (Ranged): * 11% chance to reduce all saves and defense by 30 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +1 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 30 On Hit (Ranged): * 11% chance to reduce all saves and defense by 30 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Disrupt/Master While equipped: Stats +9 Dex +6 Cun +10 Con dps ---------- Mov.spd +20% Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Fatigue -9% Resists +12% blight +9% fire +12% nature HP.reg +4.00 Poison- +28% Disease- +23% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Random Unique] Master/Psionic Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +11% Living While equipped: dps ---------- Phys.crit +8.0% Crit.mult +10.00% Apr +11 On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +12% cold +9% fire Spell.save +6 (+3 eff.) Curse of Nightmares Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Resists +9% lightning +6% temporal +3% fire +5% arcane +3% cold D.Red.from +18% Summoned Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Misfortune This mindstar glows with a dim cool light, but seems somehow incomplete. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Wil +1 Cun +2 Con dps ---------- Dmg.mod +9% fire ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% acid +13% cold ---------- misc Light +1 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +3 (+2 eff.) Fatigue +12% Resists +7% acid +7% cold +12% darkness +10% blight ---------- misc Light +1 Breathe water Curse of Shrouds A suit of armour made of mail. |
Inventory
![]() 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 instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. 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 |
![]() 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 363 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 |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 807% for 10 turns (0 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 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 54 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. Press to compare to your current inscriptions |
![]() 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 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Mind.pwr +5 (+1 eff.) Res.pen +5% darkness ----- def ----- Resists +11% mind +6% cold Confus- +22% ---------- misc Hate/m.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Heal.mod +12% Cut- +40% Pinning- +21% Knockbk- +21% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 316 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +6% lightning +6% light Res.pen +10% lightning ----- def ----- Resists +11% acid +12% fire +12% lightning +12% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 44.48 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +6.0% Res.pen +25% arcane ----- def ----- Resists +5% arcane Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Disrupt Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +2 Wil Curse of Nightmares One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +13% cold Res.pen +7% physical +10% cold Acc +27 (+10 eff.) Apr +11 ----- def ----- Defense +8 (+4 eff.) Resists +3% mind Disarm- +29% Curse of Shrouds One-handed war axes. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic 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% Melee+ +8 fire On Hit.r1 +4 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 7 darkness Dmg.mod +3% acid +9% fire +4% mind +2% darkness ----- def ----- Resists +11% mind Mind.save +2 (+1 eff.) ---------- misc Psi/turn +0.50 Max.psi +17.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Mind 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% While equipped: Stats +2 Con +5 Wil dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +2% nature ----- def ----- Defense +5 (+3 eff.) Resists +4% blight Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Disease- +11% Confus- +10% ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Melee+ 8 fire Dmg.mod +4% fire Res.pen +8% fire ----- def ----- Resists +21% mind +4% fire Mind.save +6 (+3 eff.) ---------- misc Psi/turn +0.50 Max.psi +10.00 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind Res.pen +2% mind ----- def ----- Resists +3% mind Dmg.Resnn +9% ---------- misc Psi/ret +0.50 Talents +1 Attune Mindstar Curse of Misfortune 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. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +27% fire +12% temporal Res.pen +10% temporal ----- def ----- Resists +9% acid Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 lightning +8 cold On Crit.r2 +8 lightning While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Phys.pwr +11 (+3 eff.) Dmg.mod +12% lightning +3% cold Acc +9 (+4 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 shot ammo [Rare] Nature Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Ranged+ +20 fire +20 mind +7 nature On Hit.r1 +16 fire On Crit.r2 +16 fire On Hit: * 20% chance to reduce all saves and defense by 30 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Arcane Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 19.5 - 23.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 While equipped: Stats +3 Str dps ---------- Melee Ret 4 physical ----- def ----- Armour +18 Fatigue +8% Resists +15% light +20% fire ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Curse of Nightmares A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Nightmares This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Str +2 Cun +2 Con dps ---------- Dmg.mod +12% mind Melee Ret 4 mind ----- def ----- Resists +6% mind Anom.red +10 Max.HP +80.00 ---------- misc Max.mana +47.00 Max.stam +37.00 Max.hate +12.00 Max.psi +32.00 Max.vim +28.00 Max.P.En +26.00 Max.N.En +28.00 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning Acc +12 (+5 eff.) ----- def ----- Armour +2 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Misfortune Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +16 (+4 eff.) Dmg.mod +3% mind Acc +13 (+6 eff.) Apr +13 Melee Ret 2 mind ----- def ----- Armour +2 Fatigue +3% Resists +12% blight +6% mind Spell.save +19 (+10 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +2 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% light Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Disarm- +25% ---------- misc Stam/turn +3.00 Psi/ret +0.08 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +9% cold +5% arcane +3% light Crit.chn- 5.00% Phys.save +9 (+4 eff.) Mind.save +7 (+4 eff.) Stun/Frz- +20% Curse of Corpses A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% darkness +3% cold Res.pen +10% darkness ----- def ----- Armour +4 Fatigue +4% Resists +12% fire +12% darkness +6% cold Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 1.0 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.(119 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +6% nature Melee Ret 4 light ----- def ----- Armour +2 Defense +15 (+8 eff.) Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% light Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Coldsteel the Cornac Cursed level 11
11st Haze 122nd year of Ascendancy at 07:57 see stats
By Coldsteel the Cornac Cursed level 24
64th Regrowth 123rd year of Ascendancy at 11:29 see stats
By Coldsteel the Cornac Cursed level 10
4th Haze 122nd year of Ascendancy at 00:20 see stats
By Coldsteel the Cornac Cursed level 20
7th Decay 122nd year of Ascendancy at 09:15 see stats
By Coldsteel the Cornac Cursed level 20
36th Regrowth 123rd year of Ascendancy at 08:15 see stats
By Coldsteel the Cornac Cursed level 24
64th Regrowth 123rd year of Ascendancy at 16:25 see stats
By Coldsteel the Cornac Cursed level 10
4th Haze 122nd year of Ascendancy at 21:48 see stats
By Coldsteel the Cornac Cursed level 7
7th Flare 122nd year of Ascendancy at 18:41 see stats
By Coldsteel the Cornac Cursed level 20
7th Decay 122nd year of Ascendancy at 11:54 see stats
By Coldsteel the Cornac Cursed level 23
51st Regrowth 123rd year of Ascendancy at 16:51 see stats
Log
Coldsteel uses Blindside.
Netherworm mass notices you at the last moment!
Netherworm mass slows down.
Coldsteel performs a melee critical strike against Netherworm mass!
Netherworm mass suffers an unfortunate end.
Coldsteel's mind surges with critical power!
The cursed miasma around netherworm mass dissipates.
Netherworm mass uses Multiply.
Netherworm mass's is no longer weakened.
Netherworm mass's is no longer weakened.
Netherworm mass uses Multiply.
Coldsteel hits Netherworm mass for 230 physical, 12 darkness, 22 physical, 238 cold (501 total damage).
Netherworm mass is on fire!
Netherworm mass is on fire!
Netherworm mass is on fire!
Netherworm mass is on fire!
Netherworm mass is on fire!
Giant netherworm is on fire!
Fearful symmetry casts Dark Whispers.
Coldsteel killed Netherworm mass!
Dark Whispers from Fearful symmetry hits Coldsteel for 26 darkness, 49 temporal (75 total damage).
Terrified from Fearful symmetry hits Coldsteel for 3 mind, 2 darkness (6 total damage).
Something hits Netherworm mass for 174 fire damage.
Something hits Netherworm mass for 174 fire damage.
Something hits Netherworm mass for 174 fire damage.
Something hits Giant netherworm for 174 fire damage.
Something hits Netherworm mass for 174 fire damage.
Something hits Netherworm mass for 174 fire damage.
Coldsteel the level 24 cornac cursed was spaghettified across the whole of space and time to death by a fearful symmetry on level 1 of Daikara.