











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 | 30 / 19% |
Size | medium |
Lifes / Deaths | Killed by Ivylrarin the giant lightning ant at level 21 on the 30th Haze 122nd year of Ascendancy at 15:18 / 2Killed by Urkis, the High Tempest at level 30 on the 8th Allure 123rd year of Ascendancy at 08:38 |
Primary Stats
Strength | 80 (base 60) |
Dexterity | 20 (base 10) |
Constitution | 12 (base 10) |
Magic | 10 (base 10) |
Willpower | 83 (base 60) |
Cunning | 34 (base 12) |
Resources
Life | -85/745 |
Hate | 100/100 |
Equilibrium | 0 |
Healing Factor | 1.4191526171257 |
Regeneration | 10.288856474162 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Invisible | 3.0020430585864E-13 |
Stealth | 34 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 109 |
Accuracy | 46 |
Crit Chance | 11% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Mind | +6% |
Nature | +8% |
Physical | +8% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 65.08934837382 (81.151787968034%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 45 |
Physical Save | 36 |
Spell Save | 36 |
Mental Save | 35 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 70%( 70%) |
All | 0%( 70%) |
Physical | + 12%( 70%) |
Lightning | + 28%( 70%) |
Light | + 30%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 28%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 20%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 71% |
Confusion Resistance | 74% |
Fear Resistance | 41% |
Teleport Resistance | 20% |
Silence Resistance | 20% |
Bleed Resistance | 40% |
Pinning Resistance | 36% |
Disarm Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 66% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 434 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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 228 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 905% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 30 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 Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You 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 Strength by +5. | done |
You failed to protect the lost warrior from death by Aeriyaba the large brown snake. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Ivylrarin the giant lightning ant. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 giant spider spinneret. * You've found the needed warg claw. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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 minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed faerlhing fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 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.(137 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +10 Cun +3 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +6% mind Acc +11 (+4 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +4 (+2 eff.) Fatigue +5% Resists +12% lightning +6% temporal Spell.save +6 (+3 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +2 Dex dps ---------- On Melee Ret: * 27 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +15% mind Spell.save +14 (+6 eff.) Heal.mod +10% Disease- +20% Cut- +20% Pinning- +10% ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 2/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +4 Cun dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Armour +8 Defense +15 (+8 eff.) Max.HP +65.00 Disarm- +31% Pinning- +26% Stun/Frz- +10% Knockbk- +25% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 10 acid On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +6% lightning +13% mind +12% acid Max.HP +40.00 HP.reg +4.00 Cut- +20% Confus- +33% Teleport- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane Power 23.5 - 32.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Curse of Defenselessness 3 On Hit: 20% Epidemic 3 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +10% Curse of Misfortune Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil +4 Cun +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Against +16% Summoned ----- def ----- Resists +1% physical D.Red.from +18% Summoned Phys.save +12 (+5 eff.) Die.at -80.00 life ---------- misc Max.stam +10.00 Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 68.0 - 81.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +9% acid +8% fire +10% lightning +10% cold ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +12% fire +16% cold Silence- +20% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Dex ----- def ----- Armour +16 Fatigue +22% Resists +9% acid +11% physical +15% darkness +3% blight +26% cold +5% arcane ---------- misc Max.stam +30.00 Light +2 Breathe water Curse of Misfortune Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 676% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. 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 15 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 10%, your defense is increased by 10 and all your resistances by 10%. 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 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 70 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. Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Res.pen +5% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -5% Resists +6% light HP.reg +1.00 Blind- +16% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% physical Acc +10 (+4 eff.) Melee Ret 10 nature 2 physical ----- def ----- Resists +1% physical ---------- misc Stam/turn +3.00 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 [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% physical ----- def ----- Armour +6 Resists +11% physical Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +13 (+5 eff.) Apr +10 ----- def ----- Defense +10 (+5 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Spell.crit +10% Crit.mult +27.00% Spell.pwr +6 (+3 eff.) Dmg.mod +9% arcane +15% fire Res.pen +10% physical Melee Ret 2 arcane ----- def ----- Resists +12% blight +2% physical ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 28.0 - 42.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 cold +10 nature On Hit.r1 +12 cold On Hit: * 20% chance to reduce damage dealt by 32% While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Defense +10 (+5 eff.) Resists +4% physical Phys.save +15 (+6 eff.) Curse of Shrouds Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 62.5 - 100.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +12 mind On Hit: * Create an explosion dealing 15 lightning damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% Dmg.mod +30% lightning Res.pen +30% lightning +20% blight ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Vim/s.crit +2.00 Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego+] Master Power 12.0 - 16.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +7 (+3 eff.) Apr +6 Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 23.0 - 32.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 12% 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- +16% Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +5.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +2.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Madness Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 35.0 - 49.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: Stats +4 Str +5 Wil dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +8% physical +6% fire Res.pen +15% fire Acc +14 (+5 eff.) Melee Ret 4 darkness ---------- misc Equi/ret +0.04 Max.hate +6.00 Curse of Misfortune Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 29.0 - 40.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +5 Str +8 Dex +4 Mag +5 Wil +6 Cun +6 Con dps ---------- Crit.mult +20.00% ---------- misc Psi/ret +0.16 Curse of Corpses One-handed war axes. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature Power 9.0 - 9.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str +3 Dex +3 Mag +3 Wil +1 Cun +4 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 9 lightning Dmg.mod +5% acid +8% physical +6% cold +7% lightning +8% fire Res.pen +2% acid +2% physical +2% cold +11% lightning +4% fire ----- def ----- Resists +4% lightning Heal/summ +17 ---------- misc Max.summ +1 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 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Mind.pwr +6 (+1 eff.) ----- def ----- Max.HP +15.00 HP.reg +0.50 ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 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. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +16 nature On Hit.r1 +16 temporal On Crit.r2 +8 temporal While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +5 (+1 eff.) Dmg.mod +6% mind +3% temporal Res.pen +20% physical Melee Ret 8 mind ---------- misc Hate/m.crit +2.00 Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 lightning +8 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% lightning +15% acid Res.pen +10% arcane On Hit (Ranged): * 20% chance to slow global speed by 68% ----- def ----- Resists +3% nature Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% cold Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 33.0 - 39.6 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 17.0 - 20.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +13 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning +12% physical Shield.near.proj +19 Proj.slow +11% ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire +12% light +12% darkness Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% HP.reg +5.90 ---------- misc Stam/turn +1.70 Curse of Corpses A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% lightning +25% light On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Armour +16 Fatigue +22% Resists +7% acid +7% physical +12% light +8% fire +7% lightning +7% cold ---------- misc Light +1 Curse of Corpses A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +3 Wil +3 Cun +1 Con dps ---------- Mind.pwr +3 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +6 (+3 eff.) Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Wil dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Max.HP +44.00 ---------- misc Light +2 Curse of Shrouds A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% acid ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +11 (+5 eff.) Mind.save +7 (+3 eff.) Max.HP +20.00 Pinning- +20% 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. |
![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +6% cold ----- def ----- Armour +2 Resists +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 7 mind Dmg.mod +6% mind ----- def ----- Armour +2 Resists +7% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane Acc +7 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +5 (+2 eff.) Mind.save +8 (+4 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +5 Dex +2 Wil +5 Cun +3 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% mind Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +10% temporal ---------- misc Light +3 Curse of Nightmares A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% fire Melee Ret 28 fire ----- def ----- Defense +11 (+6 eff.) Resists +12% lightning +13% fire Phys.save +15 (+6 eff.) Spell.save +13 (+5 eff.) Mind.save +15 (+6 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 11/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning ----- def ----- Defense +20 (+10 eff.) Resists +6% lightning +15% mind +9% nature Heal.mod +10% Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% darkness +15% acid On Hit (Melee): * 20% chance to reduce armor by 10% * 10% chance to reduce damage dealt by 32% ----- def ----- Resists +3% darkness Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 400 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to gain a 31% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +5% arcane Melee Ret 6 arcane 2 temporal Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 513 Base Damage: 225 Armor: 24 All Resist: 8 Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (164 total damage) Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +10 (+5 eff.) Dmg.mod +6% arcane +12% darkness ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Wards +3 lightning +4 fire +5 darkness +4 nature Talents +1 Ward Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
24th Dusk 122nd year of Ascendancy at 01:07 see stats
By Coldsteel the Cornac Cursed level 29
4th Decay 122nd year of Ascendancy at 09:06 see stats
By Coldsteel the Cornac Cursed level 23
34th Haze 122nd year of Ascendancy at 08:03 see stats
By Coldsteel the Cornac Cursed level 10
14th Dusk 122nd year of Ascendancy at 01:56 see stats
By Coldsteel the Cornac Cursed level 20
1st Time of Equilibrium 122nd year of Ascendancy at 23:51 see stats
By Coldsteel the Cornac Cursed level 30
4th Decay 122nd year of Ascendancy at 12:04 see stats
By Coldsteel the Cornac Cursed level 20
25th Haze 122nd year of Ascendancy at 10:08 see stats
By Coldsteel the Cornac Cursed level 10
14th Dusk 122nd year of Ascendancy at 19:11 see stats
By Coldsteel the Cornac Cursed level 15
43rd Dusk 122nd year of Ascendancy at 17:52 see stats
By Coldsteel the Cornac Cursed level 28
56th Haze 122nd year of Ascendancy at 08:45 see stats
By Coldsteel the Cornac Cursed level 26
42nd Haze 122nd year of Ascendancy at 06:29 see stats
By Coldsteel the Cornac Cursed level 16
54th Dusk 122nd year of Ascendancy at 12:13 see stats
By Coldsteel the Cornac Cursed level 21
30th Haze 122nd year of Ascendancy at 15:18 see stats
Log
Thunderstorm hits Coldsteel for 38 lightning damage.
Coldsteel begins rampaging!
Urkis, the High Tempest is weakened by the gloom.
Hurricane from Urkis, the High Tempest hits Coldsteel for (46 rampage shugs off), 92 lightning (92 total damage).
Mindrot hits Urkis, the High Tempest for (8 absorbed), 0 mind, (8 absorbed), 0 darkness (0 total damage).
Coldsteel hits Urkis, the High Tempest for (13 absorbed), 0 darkness, (14 absorbed), 0 mind (0 total damage).
Urkis, the High Tempest fails to use Arcane Reconstruction.
Coldsteel uses Infusion: Wild.
Coldsteel lessens the pain.
You feel your rampage slowing down. (-1 duration)
Coldsteel wears (replacing yew totem of summon tentacle 'Xanikira' [power 220] (25 cooldown)): Eye of the Dreaming One.
The shield around Urkis, the High Tempest crumbles.
Thunderstorm hits Coldsteel for 20 lightning damage.
Coldsteel is dazed!
Coldsteel is not dazed anymore.
Coldsteel has shrugged off 46 damage and is ready for more.
Hurricane from Urkis, the High Tempest hits Coldsteel for 107 lightning damage.
Phantasmal Shield hits Coldsteel for (46 rampage shugs off), 49 light (49 total damage).
Mindrot hits Urkis, the High Tempest for 8 mind, 7 darkness (15 total damage).
Coldsteel hits Urkis, the High Tempest for 12 darkness, 6 mind (18 total damage).
Coldsteel uses Ruined Earth.
Urkis, the High Tempest has been weakened.
Coldsteel has been weakened.
You feel your rampage slowing down. (-1 duration)
Urkis, the High Tempest regains their balance.
Urkis, the High Tempest's spell attains critical power!
Thunderstorm hits Coldsteel for 42 lightning damage.
Coldsteel the level 30 cornac cursed was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.