








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Better Item Description 1.7.2This 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ghoul |
Class | Paradox Mage |
Level / Exp | 36 / 1% |
Size | medium |
Lifes / Deaths | Killed by Hahok the quasit at level 36 on the 35th Pyre 123rd year of Ascendancy at 16:48 / 1 |
Primary Stats
Strength | 52 (base 12) |
Dexterity | 30 (base 10) |
Constitution | 59 (base 18) |
Magic | 85 (base 60) |
Willpower | 69 (base 60) |
Cunning | 26 (base 20) |
Resources
Life | -349/1424 |
Paradox | 316 |
Healing Factor | 1.4851133323992 |
Regeneration | 0.3712783330998 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30.000000000004% |
Spell | +15% |
Global | +80% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 50 |
Accuracy | 32 |
Crit Chance | 6% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 17% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Physical | +51% |
Temporal | +10% |
Mind | +15% |
Arcane | +5% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Cold | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 57.292304923968 (87.807182003187%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 13 |
Physical Save | 49 |
Spell Save | 45 |
Mental Save | 42 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 18%( 70%) |
Mind | + 28%( 70%) |
All | + 15%( 70%) |
Lightning | + 32%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 29%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 32%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 60% |
Poison Resistance | 80% |
Silence Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 525 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 355 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Stasis | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Matter | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)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 |
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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 757. | 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 has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed black mamba head. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Mov.spd +30% Dmg.mod +9% cold Res.pen +5% cold On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Armour +4 Fatigue -14% Resists +3% darkness Max.HP +115.00 ---------- misc Stam/turn +1.10 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +3% blight Phys.save +6 (+2 eff.) Die.at -40.00 life Max.HP +100.00 Heal.mod +11% Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +5 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Wards +4 lightning +4 cold +3 light +3 fire Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (350 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 44% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +6% temporal +1% physical Phys.save +12 (+4 eff.) Die.at -80.00 life Heal.mod +5% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +15% mind +21% physical Acc +15 (+7 eff.) On Hit (Melee): * 20% chance to slow global speed by 52% * 20 arcane resource burn ----- def ----- Armour +4 Resists +15% mind Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Str +6 Dex +3 Wil dps ---------- Mind.crit +2% ----- def ----- Crit.dmg- 10.00% Mind.save +19 (+7 eff.) Die.at -40.00 life Max.HP +81.00 ---------- misc Max.psi +20.00 Light +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+6 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 4.2 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 275.15 physical (gravity) damage. Each target moved beyond the first increases the damage by 34.39 (up to a maximum of 137.57 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Dex +5 Mag +4 Wil +1 Cun +3 Con dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 6 arcane 7 acid Dmg.mod +5% arcane +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane +7% acid Crit.dmg- 15.00% Phys.save +10 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+2 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 25.44 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Str +2 Dex +5 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +6 Defense +17 (+4 eff.) Spell.save +5 (+1 eff.) Die.at -80.00 life ---------- misc Stam/turn +0.90 Max.stam +30.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. This item has been sent to the Item's Vault. |
Inventory
![]() 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 (87% 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 80.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 41% faster, and you are invisible (power 17). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Mag dps ---------- Mind.crit +1% Dmg.mod +11% cold Melee Ret 4 mind ----- def ----- Resists +3% lightning +22% cold ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
![]() 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. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Mag +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +18% arcane +3% cold ----- def ----- Spell.save +8 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +10% acid +10% light ----- def ----- Resists +21% lightning +6% light Phys.save +6 (+2 eff.) ---------- misc Light +3 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+2 eff.) Sharp, short and deadly. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- Phys.crit +16.0% Crit.mult +41.00% Apr +17 Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +66 fire While equipped: Stats +14 Con +14 Wil dps ---------- All.spd +8% Res.pen +20% fire ----- def ----- Max.HP +83.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.0 - 4.4 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% On Hit: * 20% chance to reduce damage dealt by 21% While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) Melee Ret 10 darkness On Hit (Melee): * 20% chance to slow global speed by 52% * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +12% cold Spell.save +18 (+6 eff.) ---------- 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 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +8 nature While equipped: Stats +3 Dex +1 Wil +7 Cun +3 Con dps ---------- Mind.crit +10% Crit.mult +25.00% Mind.pwr +16 (+5 eff.) Dmg.mod +24% mind +6% nature On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Disease- +15% ---------- misc Psi/m.crit +5.00 Hate/kill +5.00 Psi/kill +5.00 Infravis +3 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 106.95 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. It was changed by the digestive sack. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Dmg.mod +15% cold ----- def ----- Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.16 Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +6 Dmg.mod +30% lightning Res.pen +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 28.0 - 33.6 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 +13 (+3 eff.) Dmg.mod +32% blight +15% light +9% acid Res.pen +25% acid Melee Ret 10 acid 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +11% ----- def ----- Max.HP +42.00 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +20 (+9 eff.) ----- def ----- Defense +12 (+3 eff.) Fatigue -6% Phys.save +10 (+3 eff.) Max.HP +76.00 ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) ----- def ----- Resists +15% blight +15% all Mind.save +24 (+8 eff.) Max.HP +81.00 HP.reg +5.30 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +7 (+1 eff.) Dmg.mod +17% temporal +14% arcane +14% mind ----- def ----- Resists +14% mind +15% all ---------- misc Max.mana +58.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Cun +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% lightning Acc +25 (+10 eff.) ----- def ----- Armour +7 Defense +15 (+4 eff.) Crit.dmg- 15.00% ---------- misc Stam/turn +0.90 Max.stam +24.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% S.pwr/crit +4 Acc +8 (+4 eff.) ----- def ----- Armour +2 Resists +15% nature Crit.dmg- 10.00% Phys.save +25 (+8 eff.) Mind.save +8 (+3 eff.) Cut- +20% Disarm- +30% Pinning- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Str +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +5% lightning ---------- misc Max.hate +2.00 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. |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +9% fire +9% lightning +8% cold Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 419.2 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +2 Dex +3 Cun dps ---------- Res.pen +20% mind ----- def ----- Armour +1 Fatigue +1% Mind.save +3 (+1 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Armour +21 Defense +3 (+1 eff.) Fatigue +12% Resists +12% acid +6% temporal +6% mind Phys.save +15 (+5 eff.) Silence- +20% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +6 Cun +8 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +24% cold Mind.save +15 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +24% lightning +15% nature Max.HP +40.00 HP.reg +4.00 Poison- +20% Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +40.00 HP.reg +14.30 Heal.mod +14% A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Melee+ 12 acid 21 fire Res.pen +10% arcane Melee Ret 13 acid 13 fire ----- def ----- Armour +22 Defense +25 (+6 eff.) Fatigue +22% Resists +45% acid +42% fire ---------- misc Max.stam +20.00 A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +20% cold Mind.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 153 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +10% fire +7% light +21% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Arcane/Master Power 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +27 Apr +18 Crit +3.0% Capacity 21 Ranged+ +23 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 29 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 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% darkness Res.pen +10% physical Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce damage dealt by 21% * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +6% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% darkness Melee Ret 2 darkness ----- def ----- Fatigue -4% Resists +15% blight While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +10% mind +8% fire ----- def ----- Mind.save +8 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Cun +3 Str dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- misc Hate/m.crit +2.00 Light +3 Infravis +3 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T3 torque charm [Rare] Psionic While equipped: Stats +6 Mag dps ---------- Spell.pwr +30 (+7 eff.) Dmg.mod +12% blight +9% fire ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.mana +100.00 Max.vim +30.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 400 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +3% lightning +3% temporal +6% light Sting an enemy dealing 458 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 77. 100% to reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +5.0% Mind.crit +2% Dmg.mod +6% physical Res.pen +20% temporal +20% physical Melee Ret 4 temporal Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 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 ---------- Spell.crit +5% S.pwr/crit +10 Dmg.mod +30% blight +15% arcane +6% light ----- def ----- Resists +6% cold ---------- misc Mana/turn +0.12 Fire a magical bolt dealing 207 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +30 (+10 eff.) Dmg.mod +9% arcane +6% darkness Acc +20 (+9 eff.) ---------- misc Max.stam +20.00 Reveal the area around you, dispelling darkness (radius 10, power 79 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 Ryo the Ghoul Paradox Mage level 24
8th Haze 122nd year of Ascendancy at 18:39 see stats
By Ryo the Ghoul Paradox Mage level 26
16th Haze 122nd year of Ascendancy at 02:53 see stats
By Ryo the Ghoul Paradox Mage level 19
42nd Dusk 122nd year of Ascendancy at 00:35 see stats
By Ryo the Ghoul Paradox Mage level 30
80th Haze 122nd year of Ascendancy at 14:44 see stats
By Ryo the Ghoul Paradox Mage level 28
77th Haze 122nd year of Ascendancy at 22:50 see stats
By Ryo the Ghoul Paradox Mage level 20
57th Dusk 122nd year of Ascendancy at 06:20 see stats
By Ryo the Ghoul Paradox Mage level 26
16th Haze 122nd year of Ascendancy at 14:05 see stats
By Ryo the Ghoul Paradox Mage level 30
80th Haze 122nd year of Ascendancy at 10:38 see stats
By Ryo the Ghoul Paradox Mage level 24
8th Haze 122nd year of Ascendancy at 18:58 see stats
By Ryo the Ghoul Paradox Mage level 10
9th Dusk 122nd year of Ascendancy at 06:50 see stats
By Ryo the Ghoul Paradox Mage level 20
56th Dusk 122nd year of Ascendancy at 00:01 see stats
By Ryo the Ghoul Paradox Mage level 30
80th Haze 122nd year of Ascendancy at 07:52 see stats
By Ryo the Ghoul Paradox Mage level 21
65th Dusk 122nd year of Ascendancy at 10:25 see stats
By Ryo the Ghoul Paradox Mage level 27
26th Haze 122nd year of Ascendancy at 21:56 see stats
By Ryo the Ghoul Paradox Mage level 24
8th Haze 122nd year of Ascendancy at 18:39 see stats
By Ryo the Ghoul Paradox Mage level 9
8th Dusk 122nd year of Ascendancy at 12:37 see stats
By Ryo the Ghoul Paradox Mage level 24
8th Haze 122nd year of Ascendancy at 18:39 see stats
By Ryo the Ghoul Paradox Mage level 5
8th Flare 122nd year of Ascendancy at 12:36 see stats
By Ryo the Ghoul Paradox Mage level 31
8th Allure 123rd year of Ascendancy at 13:35 see stats
By Ryo the Ghoul Paradox Mage level 20
57th Dusk 122nd year of Ascendancy at 03:06 see stats
By Ryo the Ghoul Paradox Mage level 13
18th Dusk 122nd year of Ascendancy at 12:23 see stats
Log
Armoured skeleton warrior receives 59 healing from Rime Wraith (Gelid Host) from Hahok the quasit.
Hahok the quasit receives 82 healing from Rime Wraith (Gelid Host) from Hahok the quasit.
Hahok the quasit casts Dire Plague.
Ryo is afflicted by a dire plague!
Armoured skeleton warrior slows down.
Armoured skeleton warrior slows down.
Ryo's gravity area effect hits Armoured skeleton warrior for 85 physical damage.
Ryo's gravity area effect hits Armoured skeleton warrior for 85 physical damage.
Hahok the quasit's desolate waste area effect hits Ryo for (23 dissipated), 48 cold (48 total damage).
--------------------------------
Ryo casts Repulsion Blast.
Ryo casts Rune: Shatter Afflictions.
A shield forms around Ryo.
Ryo Triggers an Anomaly! (Anomaly Rearrange).
Ryo causes a spacetime hiccup.
You lose control and unleash an anomaly!
Your shield crumbles under the damage!
The shield around Ryo crumbles.
Hahok the quasit hits Ryo for (42 dissipated), (89 absorbed), 153 cold (153 total damage).
Dire Plague rips out a piece of Ryo soul!
Hahok the quasit's spell attains critical power!
Talent Retch is ready to use.
Ryo receives 84 healing from Temporal Restoration Field.
Rime Wraith from Hahok the quasit hits Ryo for (42 dissipated), 104 cold (104 total damage).
Hahok the quasit receives 82 healing from Rime Wraith from Hahok the quasit.
Dire Plague from Hahok the quasit hits Ryo for (42 dissipated), 260 cold (260 total damage).
Rime Wraith (Gelid Host) from Hahok the quasit hits Ryo for (42 dissipated), 104 cold (104 total damage).
Armoured skeleton warrior receives 68 healing from Rime Wraith (Gelid Host) from Hahok the quasit.
Ryo the level 36 ghoul paradox mage was frozen and shattered into a million little shards to death by Hahok the quasit on level 7 of Dreadfell.