












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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 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 | Krog |
Class | Cursed |
Level / Exp | 25 / 35% |
Size | big |
Lifes / Deaths | Killed by Ce'Nemille the snow giant at level 25 on the 5th Regrowth 123rd year of Ascendancy at 16:21 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 72 (base 52) |
Dexterity | 27 (base 10) |
Constitution | 18 (base 10) |
Magic | 8 (base 10) |
Willpower | 77 (base 55) |
Cunning | 19 (base 10) |
Resources
Life | -27/788 |
Hate | 78/108 |
Stamina | 378/378 |
Equilibrium | 48 |
Healing Factor | 1.1308825632438 |
Regeneration | 0.28272064081096 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 64 |
Accuracy | 62 |
Crit Chance | 8% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 66 |
Accuracy | 62 |
Crit Chance | 8% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Fire | +10% |
Nature | +5% |
Darkness | +6% |
Physical | +6% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Darkness | +20% |
Acid | +10% |
Cold | +10% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 37.317011280365 (72.903125182002%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 7 |
Physical Save | 33 |
Spell Save | 40 |
Mental Save | 32 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 57%( 70%) |
All | + 4%( 70%) |
Lightning | + 33%( 70%) |
Light | + 13%( 70%) |
Physical | + 10%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 70%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Teleport Resistance | 10% |
Confusion Resistance | 34% |
Fear Resistance | 18% |
Stun Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by red crystal. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of fire wyrm saliva. * You've found the needed ice wyrm tooth. | 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 within8 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 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +3 Fatigue -7% Resists +6% darkness +6% fire +5% arcane +3% light Phys.save +8 (+4 eff.) ---------- misc Max.enc +24 Max.hate +8.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% fire Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Resists +3% darkness Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +10 Dex +5 Wil dps ---------- Crit.mult +5.00% Phys.pwr +8 (+2 eff.) S.pwr/crit +4 ----- def ----- Armour +3 Fatigue +3% Resists +6% physical Phys.save +8 (+4 eff.) Spell.save +9 (+3 eff.) ---------- misc Max.mana +60.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 362.6 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Cun +8 Dex dps ---------- Melee+ 10 nature Dmg.mod +5% nature +3% lightning Acc +8 (+3 eff.) Apr +11 ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +13% darkness +6% lightning +14% blight +3% fire +22% arcane +8% nature Affinity +12% nature Spell.save +23 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +10% lightning +10% acid ----- def ----- Resists +6% acid +15% fire +6% lightning Max.HP +25.00 ---------- misc Max.stam +19.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.20 cold and 18.83 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 6/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +6% physical Acc +5 (+2 eff.) Melee Ret 4 physical ----- def ----- Fatigue -6% Resists +9% mind ---------- misc Max.enc +21 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +12% mind +6% light +9% darkness Mind.save +6 (+3 eff.) Disarm- +20% Confus- +20% Teleport- +10% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. The set is complete. Power 8.0 - 8.8 Fire Uses 90% 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 +12 (+3 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 Madness This mindstar glows with a bright warm light, but seems somehow incomplete. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. The set is complete. Power 8.0 - 8.8 Cold Uses 90% 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 +12 (+3 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 Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +6% nature Crit.chn- 5.00% Mind.save +6 (+3 eff.) Max.HP +60.00 Heal.mod +10% 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 [Rare] Master While equipped: dps ---------- Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +18% lightning +18% nature +5% arcane 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 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -234 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 467 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 67 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+10 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 Dmg.mod +9% temporal Melee Ret 4 fire ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.17 Max.mana +20.00 Masteries +0.14 Cursed/Rampage +0.13 Cursed/Cursed aura Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Lck +3 Str dps ---------- Res.pen +15% light Acc +8 (+3 eff.) ----- def ----- Defense +5 (+5 eff.) Resists +3% light +3% darkness Phys.save +10 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Unseen.red 11% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 38 ----- def ----- Defense +10 (+7 eff.) Fatigue -4% Crit.chn- 5.00% Phys.save +3 (+2 eff.) ---------- misc Max.enc +23 Psi/ret +0.12 Max.hate +4.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +3% mind Res.pen +25% mind Acc +8 (+3 eff.) ----- def ----- Resists +12% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +13% nature ----- def ----- Armour +6 Resists +26% nature Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% cold ----- def ----- Defense +8 (+6 eff.) Resists +24% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +3 (+2 eff.) Dmg.mod +10% acid ----- def ----- Armour +3 Hardiness +2% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ----- def ----- Armour +4 Defense +5 (+5 eff.) ---------- misc Wards +2 cold Talents +3 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 42.0 - 63.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +10 (+2 eff.) Dmg.mod +3% physical ----- def ----- Defense +5 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Disrupt/Master Power 44.0 - 66.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 19 arcane resource burn Curse of Misfortune Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Nature/Psionic Power 38.5 - 57.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +17 fire On Crit.r2 +14 acid +12 blight +4 light +21 nature On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% acid +10% nature Apr +12 ----- def ----- Resists +9% light Curse of Nightmares Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 35.0 - 56.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +21% Undead On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Wil +4 Con dps ---------- Phys.crit +10.0% Spell.pwr +10 (+5 eff.) ---------- misc Vim/s.crit +2.00 Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master Power 37.0 - 59.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +13 (+5 eff.) ----- def ----- Defense +9 (+7 eff.) Disarm- +35% Curse of Shrouds Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Disrupt/Psionic Power 35.5 - 56.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 darkness Against +16% Living +9% Unnatural While equipped: Stats +5 Wil Curse of Madness Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Arcane Power 14.0 - 19.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +14 Crit +3.0% Atk.spd 100% Phasing +14% While equipped: dps ---------- Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Resists +6% light +9% fire Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +6 (+2 eff.) Apr +7 Curse of Shrouds Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 cold On Hit.r1 +20 blight While equipped: Stats +3 Con +4 Wil ---------- misc Infravis +3 Curse of Madness One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Nature Power 11.0 - 15.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature Curse of Madness One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 14.5 - 20.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Disease- +10% Curse of Madness One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Ego] Master Power 23.0 - 29.9 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+6 eff.) Disarm- +20% Curse of Corpses Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 16.0 - 20.8 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +6 fire While equipped: Stats +4 Str dps ---------- All.spd +3% Dmg.mod +6% physical Res.pen +8% fire Acc +11 (+4 eff.) Curse of Shrouds Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+5 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Curse of Corpses Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 40% Wil Melee+ +13 physical While equipped: Stats +2 Wil ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +12% physical Shield.near.proj +13 Proj.slow +14% ---------- misc Talents +1 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 251 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +8% ---------- misc Talents +2 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +8% cold Res.pen +6% physical +6% all Acc +6 (+2 eff.) Apr +6 Melee Ret 4 arcane ---------- misc Mana/s.crit +1.00 Max.mana +40.00 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 34.0 - 47.6 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 46 Phasing +30% Ranged+ +21 blight On Crit.r2 +12 temporal On Hit: 20% Epidemic 3 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 11% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +11% darkness +11% mind +7% all Phys.save +11 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +22 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +6 Wil ----- def ----- Resists +11% blight +11% all Max.HP +40.00 HP.reg +2.40 Heal.mod +12% ---------- misc Mana/turn +0.20 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Con dps ---------- Spell.pwr +14 (+6 eff.) Dmg.mod +9% nature +8% all ----- def ----- Resists +11% all Poison- +26% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +20% cold On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +17% acid +12% nature A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +6 Defense +10 (+7 eff.) Fatigue +7% Resists +6% acid +6% cold Phys.save +6 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +9 (+7 eff.) Fatigue +8% Resists +17% fire +10% physical A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +11 Cun +7 Wil dps ---------- Dmg.mod +3% darkness Res.pen +5% arcane ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Mind.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +19 Defense +3 (+3 eff.) Fatigue +12% Resists +5% physical Phys.save +15 (+7 eff.) A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +15% physical ----- def ----- Armour +7 Fatigue +22% Resists +12% lightning Max.HP +28.00 ---------- misc See.Invis +12 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Cun +4 Wil dps ---------- Against +20% Summoned On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Resists +9% blight +5% arcane D.Red.from +17% Summoned ---------- misc Light +2 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Cun dps ---------- Res.pen +5% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Resists +5% acid +3% temporal +6% blight ---------- misc Max.hate +4.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Cun +6 Con dps ---------- Res.pen +10% light Melee Ret 2 light ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Phys.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Cun +1 Dex dps ---------- Mind.crit +3% Res.pen +5% lightning ----- def ----- Defense +2 (+2 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +1 Str +4 Wil +4 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+2 eff.) Resists +3% acid +3% nature +5% arcane +6% blight Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +5 Str dps ---------- Mov.spd +10% Melee Ret 10 mind ----- def ----- Armour +4 Fatigue -3% Resists +6% mind Max.HP +43.00 ---------- misc Stam/turn +0.40 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 acid Dmg.mod +5% acid Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +5% acid Spell.save +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Melee+ 28 mind 15 darkness On Hit (Melee): * 11% chance to reduce all saves and defense by 38 ----- def ----- Armour +2 Fatigue +3% Mind.save -13 (-6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 53.18 to 159.54 lightning damage (106.36 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +10 (+2 eff.) Dmg.mod +21% mind Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) 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 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Resists +9% nature +3% acid Max.HP +42.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature Res.pen +10% cold ----- def ----- Resists +6% lightning +10% nature +12% darkness Spell.save +9 (+3 eff.) ---------- misc Light +3 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 (+5 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 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +3% physical ----- def ----- Defense +5 (+5 eff.) Resists +15% darkness +2% physical Sting an enemy dealing 191 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 14% 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 NothingPersonelKid the Krog Cursed level 10
19th Dusk 122nd year of Ascendancy at 09:20 see stats
By NothingPersonelKid the Krog Cursed level 21
33rd Haze 122nd year of Ascendancy at 09:31 see stats
By NothingPersonelKid the Krog Cursed level 10
19th Dusk 122nd year of Ascendancy at 09:18 see stats
By NothingPersonelKid the Krog Cursed level 20
14th Haze 122nd year of Ascendancy at 09:43 see stats
By NothingPersonelKid the Krog Cursed level 23
2nd Decay 122nd year of Ascendancy at 10:32 see stats
By NothingPersonelKid the Krog Cursed level 9
13rd Dusk 122nd year of Ascendancy at 19:13 see stats
By NothingPersonelKid the Krog Cursed level 16
69th Dusk 122nd year of Ascendancy at 03:17 see stats
Log
Burning from NothingPersonelKid hits Ce'Nemille the snow giant for 10 fire damage.
NothingPersonelKid attunes to the damage.
Melee retaliation hits Ce'Nemille the snow giant for 2 physical, 4 darkness, 2 physical, 4 darkness (13 total damage).
Ce'Nemille the snow giant hits NothingPersonelKid for 32 physical, (2 antimagic), 0 cold, (21 antimagic), 0 darkness, 17 physical, (2 antimagic), 0 cold, (21 antimagic), 0 darkness (49 total damage).
NothingPersonelKid has shrugged off 31 damage and is ready for more.
Mayumira the wolf moves reluctantly!
Ce'Nemille the snow giant moves reluctantly!
Ce'Nemille the snow giant is weakened by the gloom.
Talent Harass Prey is ready to use.
Mayumira the wolf resists the wave!
Ce'Nemille the snow giant resists the wave!
NothingPersonelKid's tidal wave hits Ce'Nemille the snow giant for 11 cold, 11 physical (22 total damage).
NothingPersonelKid's tidal wave hits Mayumira the wolf for (12 flat reduction), 10 cold, (12 flat reduction), 9 physical (19 total damage).
Mindrot hits Ce'Nemille the snow giant for 8 mind, 8 darkness (16 total damage).
Mindrot hits Mayumira the wolf for (8 flat reduction), 0 mind, (8 flat reduction), 0 darkness (0 total damage).
Ce'Nemille the snow giant stops burning.
Mayumira the wolf overcomes the gloom.
Mayumira the wolf has recovered!
Mayumira the wolf throws a finishing uppercut.
NothingPersonelKid's armor corrodes!
NothingPersonelKid resists the stun!
Melee retaliation hits Mayumira the wolf for (5 flat reduction), 0 physical, (4 flat reduction), 0 darkness (0 total damage).
Mayumira the wolf hits NothingPersonelKid for (31 rampage shugs off), 193 physical (193 total damage).
Ce'Nemille the snow giant uses Dual Strike.
Ce'Nemille the snow giant performs a melee critical strike against NothingPersonelKid!
NothingPersonelKid is stunned!
Melee retaliation hits Ce'Nemille the snow giant for 2 physical, 4 darkness, 1 physical, 2 darkness (10 total damage).
Ce'Nemille the snow giant hits NothingPersonelKid for 42 physical damage.
NothingPersonelKid the level 25 krog cursed was torn limb from limb to death by Ce'Nemille the snow giant on level 3 of Daikara.
Ce'Nemille the snow giant is no longer being stalked by NothingPersonelKid.