Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Glutton Additions 1.4.4Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ghoul Buff 1.3.3Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. Showing Items Tier in Inventory 1.5.5This 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 Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Items Vault 1.5.0Donators/Buyers bonus! Interface::boost 1.2.5This addon fixes several UI issues. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.5This 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Yaech |
Class | Blighted |
Level / Exp | 21 / 55% |
Size | small |
Lifes / Deaths | Killed by ritch impaler at level 6 on the 1st Mirth 122nd year of Ascendancy at 02:09 0 / 6Killed by Mayokira the degenerated skeleton warrior at level 11 on the 6th Mirth 122nd year of Ascendancy at 23:23 Killed by orc corruptor at level 13 on the 1st Dusk 122nd year of Ascendancy at 04:06 Killed by orc corruptor at level 13 on the 1st Dusk 122nd year of Ascendancy at 05:52 Killed by Adimivena the giant eel at level 18 on the 10th Decay 122nd year of Ascendancy at 00:10 Killed by luminous horror at level 21 on the 14th Pyre 123rd year of Ascendancy at 21:50 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 9 (base 10) |
Constitution | 20 (base 12) |
Magic | 12 (base 10) |
Willpower | 67.340449927278 (base 50) |
Cunning | 60 (base 43) |
Resources
Life | -32/364 |
Hate | 100/100 |
Equilibrium | 39 |
Psi | 9/137 |
Healing Factor | 1.052460607171 |
Regeneration | 1.4208218196809 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 12 |
Accuracy | 46 |
Crit Chance | 18% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 46 |
Crit Chance | 18% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Nature | +5% |
Physical | +5% |
Mind | +17% |
All | 0% |
Offense: Damage Penetration
Darkness | +13% |
Light | +5% |
Blight | +3% |
Cold | +3% |
Mind | +48% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 15 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 27 |
Mental Save | 53 |
Defense: Resistances
Blight | + 3%( 70%) |
Physical | + 5%( 72%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Darkness | + 18%( 70%) |
Light | + 18%( 70%) |
Lightning | 0%( 70%) |
Mind | + 30%( 70%) |
Fire | + 12%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 37% |
Confusion Resistance | 48% |
Fear Resistance | 37% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 37% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 371 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: 18 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 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Slumber | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Vengeance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Fears | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Psionic / Nightmare | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Suffering | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Yaech | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Lucid Dreamer |
talent | Gesture of Pain |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Girthy Member is feeding from luminous horror. Feeding |
beneficial effect | You gain 12% resistance against light. Resolve |
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 successfully escorted the injured psion to the recall portal on level 2 of Trollmire. Escort: injured psion (level 2 of Trollmire)As a reward you improved talent Lucid Dreamer (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | Noongasher (2 def, 1 armour) Noongasher (2 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% light Melee Ret 12 lightning ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Resists +6% light ---------- misc Light +3 A pair of boots made of leather. |
Light source | brass lantern of focus brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +2 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 | cashmere wizard hat 'Choroddarin' (2 def, 0 armour) cashmere wizard hat 'Choroddarin' (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +15% mind ----- def ----- Defense +2 (+2 eff.) Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
Tool | Coalwedge the steel torque of thermal psionic shield [power 51] (20 cooldown) Coalwedge the steel torque of thermal psionic shield [power 51] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +20% mind Melee Ret 12 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% mind +12% darkness Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+5 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 29/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 32 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | Islowe the Jethunt Islowe the Jethunt0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% mind +3% darkness Rings can have magical properties. |
Around neck | copper amulet 'Silith' copper amulet 'Silith'0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil +2 Con dps ---------- Phys.crit +1.0% Crit.mult +3.00% Mind.pwr +6 (+2 eff.) Acc +8 (+4 eff.) Melee Ret 4 physical ----- def ----- Mind.save +6 (+2 eff.) HP.reg +0.60 Confus- +11% Amulets can have magical properties. |
In main hand | creative mossy mindstar of life (Nightmares) (2-2.2 power, 12 apr, nature damage) creative mossy mindstar of life (Nightmares) (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.50 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. |
Around waist | noble's hardened leather belt of the vagrant noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +2 Con dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- D.Red.from +20% Summoned Mind.save +7 (+2 eff.) A belt that goes around your waist. |
In off hand | horrifying mossy mindstar (Nightmares) (3-3.3 power, 12 apr, nature damage) horrifying mossy mindstar (Nightmares) (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% mind +3% darkness Melee Ret 3 mind 3 darkness 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. |
Cloak | Kilnvile (Shrouds) (7 def, 0 armour) Kilnvile (Shrouds) (7 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% mind Melee Ret 12 fire ----- def ----- Defense +7 (+6 eff.) Resists +6% mind +12% fire Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Silebeth (Shrouds) (0 def, 0 armour) Silebeth (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +3.00% Mind.pwr +2 (+1 eff.) Acc +10 (+5 eff.) Apr +2 ----- def ----- Resists +2% physical Phys.save +6 (+3 eff.) Mind.save +16 (+5 eff.) ---------- misc Max.stam +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 189) healing infusion of the psychic (heal 189)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 189 and cleanse 1 wound and 1 poison effect. 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 ability. |
insidious poison infusion of the warrior (31 nature damage, 29% healing reduction) insidious poison infusion of the warrior (31 nature damage, 29% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.35 nature damage per turn for 7 turns, and reducing the target's healing received by 29%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
taint of bone thorns (44 bleeding damage when hit for 7 turns) taint of bone thorns (44 bleeding damage when hit for 7 turns)0.1 T1 taint scroll [Rare] Arcane 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 spell Description: Causes sharp thorns of bone to sprout from your bones for 7 turns. These bones inflict 44.10 bleeding damage on anyone who hits you. This also increases your armour and armour hardiness by 21. However these thorns have no regard for you own flesh and cause you to bleed as well (7 damage per turn). Scales with Taintmarks, which will increase when you inscribe a Taint. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the reaper (14 extra physical power for 7 turns) taint of the reaper (14 extra physical power for 7 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Charge yourself with death for 7 turns. Everytime a creature dies you draw energy from it and regain 14 stamina/mana/vim/psi/hate (spread to whichever are not at maximum). This increases your physical power by 14 but decreases your spell save by 14. Scales with Taintmarks, which will increase when you inscribe a Taint. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warrior's copper amulet of mastery (0.11 Cursed / Fears) warrior's copper amulet of mastery (0.11 Cursed / Fears)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.11 Cursed/Fears Amulets can have magical properties. |
warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
flaming dwarven-steel greatmaul (Madness) (41-61.5 power, 2 apr) flaming dwarven-steel greatmaul (Madness) (41-61.5 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +10 fire Curse of Madness Massive two-handed mauls. |
Crooked Club (Misfortune) (25-35 power, 4 apr) Crooked Club (Misfortune) (25-35 power, 4 apr)3.0 T2 mace 1H weapon Reqs Str 20 [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+6 eff.) Curse of Misfortune Battle Call: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
nature's thorny mindstar of the jelly (Shrouds) (7-7.7 power, 24 apr, mind damage) nature's thorny mindstar of the jelly (Shrouds) (7-7.7 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.0 - 7.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature +2% acid ----- def ----- Resists +2% blight Disease- +13% ---------- misc Equi/ret +0.70 Curse of Shrouds 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. |
Burning Basher (Shrouds) (10-14 power, 4 apr) Burning Basher (Shrouds) (10-14 power, 4 apr)3.0 T1 sceptre 1H weapon [Unique] Arcane Power 10.0 - 14.0 Physical Uses 50% Mag, 50% Con Acc+ +2.5% procs dam / acc Apr +4 Crit +1.0% Atk.spd 100% Melee+ +20 fire burn On Crit.r2 +10 acid While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +10% acid +10% fire ---------- misc Sight -1 Curse of Shrouds The end of this sceptre emits an acrid smoke and burns painfully if you touch it. |
Eldoral Last Resort (Corpses) Eldoral Last Resort (Corpses)4.0 T3 sling 1H weapon Reqs Dex 26 Shoot [Unique] Master Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Steady Shot -1 Scatter Shot -2 Curse of Corpses A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
earthen yew starstaff (Nightmares) (20-24 power, 4 apr, light element) earthen yew starstaff (Nightmares) (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% light ----- def ----- Armour +5 Hardiness +4% Phys.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of illumination (Shrouds) (20-24 power, 4 apr, fire element) yew vilestaff of illumination (Shrouds) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% fire On Hit (Melee): * 7% chance to blind ----- def ----- Defense +8 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
River's Fury (Misfortune) (23-32.2 power, 8 apr) River's Fury (Misfortune) (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+9 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Curse of Misfortune Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.97 cold damage and 4.17 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
cleansing hardened leather belt of transcendence cleansing hardened leather belt of transcendence1.0 T3 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +8% acid +9% blight Phys.save +7 (+3 eff.) A belt that goes around your waist. |
insulating hardened leather belt insulating hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Resists +7% cold +8% fire A belt that goes around your waist. |
rough leather belt 'Isutta' rough leather belt 'Isutta'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% * 10 arcane resource burn ----- def ----- Defense +3 (+3 eff.) Rng.Def +3 (+2 eff.) Resists +5% cold +7% fire Blind- +15% Poison- +10% Stun/Frz- +15% A belt that goes around your waist. |
resilient cashmere cloak (Misfortune) (2 def, 0 armour) resilient cashmere cloak (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Max.HP +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (Madness) (12 def, 0 armour) Silk Current (Madness) (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+8 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven cashmere robe (2 def, 0 armour) spellwoven cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +2 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) Spell.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
eldritch pair of dwarven-steel boots of evasion (13 def, 4 armour) eldritch pair of dwarven-steel boots of evasion (13 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Ego++] Arcane/Master While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +2% ----- def ----- Armour +4 Defense +13 (+9 eff.) Fatigue +3% ---------- misc Mana/turn +0.14 Max.mana +31.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 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 15% chance to evade melee and ranged attacks and 5 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. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 62.31 fire damage. The damage will increase with your Mindpower. Attackspeed is 100% for non-Brawlers! These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
cashmere wizard hat 'Aeruremina' (2 def, 0 armour) cashmere wizard hat 'Aeruremina' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Str +6 Dex dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+2 eff.) Resists +18% lightning Crit.dmg- 15.00% ---------- misc Light +2 A pointy cloth hat, very wizardly... |
Muckhash the drakeskin leather armour (12 def, 14 armour) Muckhash the drakeskin leather armour (12 def, 14 armour)9.0 T5 light armor Reqs Str 20 [Random Unique] Master/Psionic While equipped: Stats +5 Dex +10 Wil +18 Cun dps ---------- Dmg.mod +3% temporal Res.pen +5% nature +10% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Defense +12 (+8 eff.) Fatigue +8% Resists +6% nature Mind.save +38 (+11 eff.) A suit of armour made of leather. |
dwarven-steel plate armour 'Zeryyaroddavon' (5 def, 21 armour) dwarven-steel plate armour 'Zeryyaroddavon' (5 def, 21 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Rare] Master While equipped: Stats +6 Mag +5 Con dps ---------- Dmg.mod +12% mind ----- def ----- Armour +21 Defense +5 (+5 eff.) Fatigue +20% ---------- misc Telepathy Humanoid/Orc A suit of armour made of metal plates. |
insidious quiver of yew arrows of purging (18/18, 34-47.6 power, 10 apr) insidious quiver of yew arrows of purging (18/18, 34-47.6 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Nature/Disrupt Power 34.0 - 47.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Ranged+ +17 nature +15 insidious poison On Hit: * 25% chance to remove a magical effect Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
64 alchemist agate 64 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (124 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane 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. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psionic dwarven-steel torque of psychoportation [power 37] (30 cooldown) psionic dwarven-steel torque of psychoportation [power 37] (30 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 37) Puts all charms on 30 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
Xetta [power 17] (20 cooldown) Xetta [power 17] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Armour +4 Resists +9% lightning Knockbk- +5% Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.0 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. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Girthy Member the Yaech Blighted level 13
1st Dusk 122nd year of Ascendancy at 09:18 see stats
By Girthy Member the Yaech Blighted level 19
7th Regrowth 123rd year of Ascendancy at 01:23 see stats
By Girthy Member the Yaech Blighted level 20
47th Regrowth 123rd year of Ascendancy at 23:43 see stats
By Girthy Member the Yaech Blighted level 10
4th Mirth 122nd year of Ascendancy at 20:46 see stats
By Girthy Member the Yaech Blighted level 20
47th Regrowth 123rd year of Ascendancy at 18:02 see stats
By Girthy Member the Yaech Blighted level 14
37th Dusk 122nd year of Ascendancy at 03:04 see stats
By Girthy Member the Yaech Blighted level 11
3rd Summertide 122nd year of Ascendancy at 10:10 see stats
By Girthy Member the Yaech Blighted level 19
3rd Regrowth 123rd year of Ascendancy at 20:56 see stats
Log
Girthy Member is invigorated by the attack!
Luminous horror's light area effect hits Girthy Member for 24 light damage.
Luminous horror's light area effect hits Girthy Member for 27 light damage.
Girthy Member feels pain again.
Restless Night from Girthy Member hits Luminous horror for 12 mind damage.
Luminous horror casts Healing Light.
Luminous horror casts Healing Light.
Luminous horror receives 197 healing.
Talent Nightmare is ready to use.
Girthy Member uses Instill Fear.
Girthy Member uses Instill Fear.
Luminous horror ignores the fear!
Luminous horror ignores the fear!
Restless Night from Girthy Member hits Luminous horror for 12 mind damage.
Talent Feed is ready to use.
Girthy Member uses Feed.
Girthy Member uses Feed.
Restless Night from Girthy Member hits Luminous horror for 12 mind damage.
Restless Night from Girthy Member hits Luminous horror for 12 mind damage.
Luminous horror casts Searing Light.
Luminous horror casts Searing Light.
Your hatred grows even as your life fades! (+8 hate)
Girthy Member is invigorated by the attack!
Luminous horror hits Girthy Member for 69 light damage.
Your hatred grows even as your life fades! (+4 hate)
Saving game...