











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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!) Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 33 / 50% |
Size | small |
Lifes / Deaths | Killed by Grand Corruptor at level 33 on the 36th Regrowth 123rd year of Ascendancy at 12:28 / 1 |
Primary Stats
Strength | 27 (base 13) |
Dexterity | 73 (base 60) |
Constitution | 26 (base 18) |
Magic | 35 (base 10) |
Willpower | 29 (base 10) |
Cunning | 94 (base 60) |
Resources
Life | -206/854 |
Stamina | 198/258 |
Healing Factor | 1.2916586254954 |
Regeneration | 39.520576212233 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 62.626716580675 |
See Invisible | 72.626716580675 |
Offense: Mainhand
Damage | 86 |
Accuracy | 46 |
Crit Chance | 42% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 27 |
Crit Chance | 39% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Physical | +26% |
Acid | +23% |
Lightning | +24% |
Temporal | +9% |
Cold | +47% |
Arcane | +45% |
Fire | +60% |
All | 0% |
Offense: Damage Penetration
Physical | +13% |
Acid | +14% |
Lightning | +25% |
Cold | +25% |
Mind | +20% |
Arcane | +25% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 6 (49.007671158813%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 33 |
Mental Save | 39 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 24%( 70%) |
Physical | + 53%( 70%) |
Cold | + 60%( 70%) |
All | + 17%( 70%) |
Darkness | + 20%( 70%) |
Light | + 37%( 70%) |
Temporal | + 43%( 70%) |
Fire | + 63%( 70%) |
Lightning | + 59%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Stun Resistance | 19% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 701 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 761% 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 Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 28.3 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 35%. Shadowstrike |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Velyramina the skeleton magus. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 77. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 xorn fragment. * You've found the needed vampire lord fang. * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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 electric eel tail. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. * You've found the needed green worm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +3 Resists +6% acid Silence- +21% Confus- +30% Stun/Frz- +20% ---------- misc Stam/turn +0.30 Max.stam +15.00 Rush: Puts all charms on 21 cooldown Level 2.6 Pwr.cost 21 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +8 (+4 eff.) Spell.save +5 (+3 eff.) Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 13 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
On hands | ![]() 1.0 T4 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +9 (+3 eff.) Apr +11 ----- def ----- Armour +3 Resists +8% blight Spell.save +19 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +12 Cun dps ---------- Dmg.mod +9% cold Res.pen +10% mind Melee Ret 4 mind ----- def ----- Resists +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 13 cooldown 100% to increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% ----- def ----- Resists +13% acid +9% temporal +15% light +22% fire +19% cold +34% lightning Mind.save +6 (+2 eff.) Max.HP +40.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 blight +12 temporal On Crit.r2 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +5 Str +6 Dex +6 Mag +7 Wil +5 Cun +3 Con ----- def ----- Resists +6% lightning Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical Res.pen +10% mind +13% physical ----- def ----- Resists +9% light +3% darkness Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 lightning 4 physical 5 fire 14 acid 4 cold Dmg.mod +8% acid Res.pen +9% acid ----- def ----- Resists +3% lightning +4% physical +5% cold +3% fire +9% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +6% fire +8% lightning +7% cold Phys.save +8 (+4 eff.) Mind.save +9 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+0 eff.) Dmg.mod +13% acid +18% physical +10% temporal +35% fire +20% arcane +13% cold Melee Ret 4 arcane ----- def ----- Resists +27% acid +29% physical +21% cold +24% fire +11% all ---------- misc Max.mana +33.00 Cooldown Refit Golem -7 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -494 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 989 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 292.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 236 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +15.00% Acc +6 (+2 eff.) Apr +14 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +1 Mag +3 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.20 Max.mana +34.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 5 light 7 darkness Dmg.mod +7% light +6% darkness On Melee Ret: * 5% chance to reduce damage dealt by 22% * 5% chance to blind ----- def ----- Fatigue -4% HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Mag +2 Wil +2 Cun dps ---------- Spell.crit +2% Spell.pwr +10 (+1 eff.) Dmg.mod +16% blight Melee Ret 2 light ----- def ----- Resists +16% blight HP.reg +4.00 Stun/Frz- +33% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% fire Acc +8 (+3 eff.) ----- def ----- Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% nature Acc +8 (+3 eff.) ----- def ----- Resists +26% nature Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Nature Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +20 physical On Crit.r2 +56 fire While equipped: dps ---------- Crit.mult +10.00% All.spd +8% Res.pen +24% fire Acc +10 (+3 eff.) Melee Ret 8 physical ----- def ----- Resists +12% blight +6% darkness ---------- misc Stam/turn +3.00 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 49.40 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Disrupt/Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +7% all Acc +8 (+3 eff.) Apr +8 Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Armour +2 Resists +2% all Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 4.0 T2 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +4 Wil dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +10 (+1 eff.) Dmg.mod +9% arcane Res.pen +14% physical Melee Ret 4 arcane On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Rare] Arcane Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +20 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Res.pen +15% acid ----- def ----- Crit.chn- 10.00% Die.at -40.00 life HP.reg +2.00 Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex +11 Wil +6 Con dps ---------- Phys.spd +10% Acc +13 (+4 eff.) ----- def ----- Max.HP +26.00 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Nature Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +25% light +5% nature Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 236.15 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 7 darkness Dmg.mod +4% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 3 darkness Dmg.mod +2% mind +2% darkness ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +3 Mag +1 Wil +3 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 20 lightning 5 physical 7 fire 3 acid 6 cold Dmg.mod +10% lightning Res.pen +9% lightning ----- def ----- Resists +14% lightning +3% physical +6% cold +5% fire +5% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +4.0% Spell.crit +11% Mind.crit +2% Crit.mult +15.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% blight ----- def ----- Defense +15 (+5 eff.) ---------- misc Stam/turn +3.00 Psi/ret +0.08 Max.psi +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +24 (+3 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Mag +9 Wil +17 Cun dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +20 (+2 eff.) S.pwr/crit +6 Melee+ 27 arcane Dmg.mod +25% darkness ---------- misc Max.mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Str +5 Dex +5 Cun dps ---------- Phys.crit +9.0% Mind.crit +10% Phys.pwr +20 (+6 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +9% light +4% physical Die.at -80.00 life A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% darkness ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.04 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +9% physical +6% nature +9% mind Acc +15 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +9% nature Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Str +6 Mag +4 Wil +3 Cun +1 Con dps ---------- Res.pen +10% acid Melee Ret 6 acid ----- def ----- Armour +2 Resists +7% light +8% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 30.46 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Defense +6 (+2 eff.) Fatigue +4% Resists +15% fire Meteor Rain: Level 2.0 Pwr.cost 35 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 36.41 fire and 28.90 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 T3 head armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +8% fire +8% lightning +8% cold A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +8% cold ---------- misc Infravis +1 Breathe water A cap made of leather. |
![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +3.0% Spell.crit +2% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +3% lightning +3% blight ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% acid +13% physical +8% cold +5% lightning +8% fire Phys.save +13 (+7 eff.) A suit of armour made of leather. |
![]() 3.0 T3 arrow ammo [Ego+] Psionic Power 35.0 - 49.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) 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 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% nature +6% acid On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Acc +10 (+3 eff.) Apr +4 ----- def ----- Armour +4 Resists +3% temporal Blind- +23% Confus- +14% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +7 See.Stealth +7 See.Invis +6 Track: Puts all charms on 33 cooldown Level 2.6 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 25 power out of 30/30 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 166 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 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 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% nature +3% mind Melee Ret 8 mind 4 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +3% mind Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to increase all damage by 16% for 2 turns. 100% to reduce fatigue by 34% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +5% arcane +15% lightning Phys.save +9 (+5 eff.) HP.reg +4.00 Teleport- +20% Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 13 cooldown 100% to increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Apr +3 Melee Ret 2 physical ----- def ----- Armour +2 Resists +6% temporal +6% fire Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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. |
Achievements
By Grumpy the Halfling Rogue level 29
79th Haze 122nd year of Ascendancy at 22:19 see stats
By Grumpy the Halfling Rogue level 29
77th Haze 122nd year of Ascendancy at 14:37 see stats
By Grumpy the Halfling Rogue level 19
45th Dusk 122nd year of Ascendancy at 13:48 see stats
By Grumpy the Halfling Rogue level 31
4th Regrowth 123rd year of Ascendancy at 03:57 see stats
By Grumpy the Halfling Rogue level 31
21st Regrowth 123rd year of Ascendancy at 06:02 see stats
By Grumpy the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 23:27 see stats
By Grumpy the Halfling Rogue level 20
47th Dusk 122nd year of Ascendancy at 17:39 see stats
By Grumpy the Halfling Rogue level 30
10th Decay 122nd year of Ascendancy at 05:56 see stats
By Grumpy the Halfling Rogue level 20
60th Dusk 122nd year of Ascendancy at 18:41 see stats
By Grumpy the Halfling Rogue level 30
2nd Wintertide 123rd year of Ascendancy at 20:28 see stats
By Grumpy the Halfling Rogue level 20
60th Dusk 122nd year of Ascendancy at 18:02 see stats
By Grumpy the Halfling Rogue level 9
4th Mirth 122nd year of Ascendancy at 19:48 see stats
By Grumpy the Halfling Rogue level 20
15th Haze 122nd year of Ascendancy at 04:14 see stats
By Grumpy the Halfling Rogue level 12
6th Flare 122nd year of Ascendancy at 11:28 see stats
By Grumpy the Halfling Rogue level 20
14th Haze 122nd year of Ascendancy at 14:26 see stats
By Grumpy the Halfling Rogue level 25
68th Haze 122nd year of Ascendancy at 18:28 see stats
By Grumpy the Halfling Rogue level 17
34th Dusk 122nd year of Ascendancy at 10:05 see stats
By Grumpy the Halfling Rogue level 28
76th Haze 122nd year of Ascendancy at 17:39 see stats
Log
Weakness Disease from Elven corruptor hits Grumpy for 26 blight damage.
Grumpy's Throwing Knife performs a melee critical strike against Elven corruptor!
Grumpy's Throwing Knife hits Elven corruptor for (94 to bones), 0 fire, (86 to bones), 0 cold, 73 lightning, 90 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 4 fire, 4 cold, 3 lightning, 4 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (203 total damage).
Grand Corruptor casts Blood Spray.
Grand Corruptor's spell attains critical power!
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Grumpy reacts to damage from Grand Corruptor, mitigating the blow!.
Grumpy tries to evade attacks.
Grumpy is afflicted by a decrepitude disease!
Elven corruptor casts Blood Grasp.
Grand Corruptor hits Grumpy for (72 reacted , -5 stam), 140 blight (140 total damage).
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Grumpy uses Infusion: Regeneration.
Grumpy starts regenerating health quickly.
Grumpy reacts to damage from Elven corruptor's Blood Grasp, mitigating the blow!.
Elven corruptor's Blood Grasp hits Grumpy for (52 reacted , -5 stam), 102 blight (103 total damage).
Elven corruptor receives 21 healing from Elven corruptor's Blood Grasp.
Weakness Disease from Grand Corruptor hits Grumpy for 133 blight damage.
Decrepitude Disease from Grand Corruptor hits Grumpy for 74 blight damage.
Grand Corruptor casts Cyst Burst.
Grand Corruptor's spell attains critical power!
Grumpy reacts to damage from Grand Corruptor, mitigating the blow!.
Grand Corruptor hits Grumpy for (185 reacted , -5 stam), 365 blight (365 total damage).
Grumpy the level 33 halfling rogue was debilitated by noxious blight before falling to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
You are no longer encumbered.