











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 32 / 41% |
Size | medium |
Lifes / Deaths | Killed by Neretta the bandit at level 20 on the 23rd Wealth 122nd year of Ascendancy at 06:33 2 / 4Killed by Xeronn the fire drake hatchling at level 22 on the 7th Dearth 122nd year of Ascendancy at 22:26 Killed by dread at level 29 on the 7th Shortage 122nd year of Ascendancy at 19:03 Killed by Chojak's Inner Demon at level 32 on the 21st Iron 123rd year of Ascendancy at 05:47 |
Primary Stats
Strength | 75 (base 60) |
Dexterity | 29 (base 15) |
Constitution | 17 (base 13) |
Magic | 92 (base 60) |
Willpower | 14 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | 1010/1010 |
Insanity | 100/100 |
Healing Factor | 1.302941519274 |
Regeneration | 10.749267534011 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -62.96871079656% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 6 |
See Stealth | 22.586627077904 |
See Invisible | 22.586627077904 |
Offense: Mainhand
Damage | 157 |
Accuracy | 54 |
Crit Chance | 31% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Lightning | +6% |
Darkness | +58% |
Mind | +3% |
Blight | +15% |
Acid | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Fire | +20% |
Darkness | +19% |
Physical | +9% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (40.65183292883%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 31 |
Mental Save | 41 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 16%( 70%) |
Physical | + 4%( 70%) |
Mind | + 9%( 70%) |
All | + 3%( 70%) |
Darkness | + 54%( 70%) |
Light | + 9%( 70%) |
Lightning | + 12%( 70%) |
Fire | + 18%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 98% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 475 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | 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 |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% darkness +12% fire Res.pen +10% mind Melee Ret 4 mind 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +3 Fatigue -7% Phys.save +9 (+3 eff.) ---------- misc Max.enc +26 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +2 Resists +6% mind Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +100.00 Heal.mod +11% ---------- 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] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% lightning Res.pen +20% lightning ----- def ----- Resists +15% acid +6% fire +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind Res.pen +20% fire ----- def ----- Resists +9% fire Mind.save +10 (+4 eff.) HP.reg +4.00 Confus- +28% Stun/Frz- +26% Cannot be unequipped or rerolled until level 33. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +20 (+9 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness +18% acid ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Dmg.mod +6% acid Res.pen +9% physical Acc +13 (+5 eff.) Apr +10 ----- def ----- Resists +15% acid Sharp, long, and deadly. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +12.0% Spell.crit +9% Mind.crit +10% Crit.mult +14.00% Res.pen +10% darkness ----- def ----- Armour +2 Resists +9% lightning ---------- misc Stam/turn +2.00 Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +10.0% Atk.spd 100% On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +11 Str +11 Dex +6 Mag +5 Wil +4 Cun ----- def ----- Armour +7 Defense +18 (+7 eff.) Fatigue +8% Phys.save +11 (+4 eff.) Max.HP +43.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +10% darkness Res.pen +9% darkness Acc +10 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +1% physical +13% darkness +13% blight +12% nature +6% light Stealth +12 Max.HP +30.00 HP.reg +4.00 Heal.mod +13% 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 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% blight +5% fire ----- def ----- Phys.save +11 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 10 darkness 2 lightning On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +24% acid +6% nature +9% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +18% physical ----- def ----- Resists +3% temporal Spell.save +9 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +21.00 Disarm- +21% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Power 34.0 - 44.2 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +32% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +7 acid +16 nature While equipped: dps ---------- Res.pen +7% acid +11% nature Apr +7 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Power 34.0 - 44.2 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +6 Mag +6 Wil +10 Cun +6 Con Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 39.0 - 62.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 light Against +14% Undead On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 59.0 - 94.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 temporal On Crit.r2 +37 lightning +28 cold While equipped: dps ---------- Spell.crit +5% Mov.spd +28% Dmg.mod +6% blight Res.pen +17% lightning +7% cold +13% all Acc +16 (+6 eff.) Apr +14 ---------- misc Max.mana +20.00 Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Ego+] Master Power 24.5 - 34.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +25% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 darkness While equipped: Stats +3 Mag +2 Wil dps ---------- Mind.crit +2% Phys.pwr +15 (+3 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature Apr +3 ----- def ----- Defense +30 (+11 eff.) Resists +4% blight Crit.chn- 10.00% Disease- +15% ---------- 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 Reqs Wil 48 [Ego++] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +13 (+6 eff.) Melee+ 10 cold Dmg.mod +8% mind +8% cold Res.pen +9% cold ----- def ----- Armour +10 Resists +9% cold ---------- misc Psi/m.crit +2.00 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 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 130% 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 +25 (+6 eff.) Dmg.mod +20% fire Phasing +17% ----- def ----- Defense +13 (+5 eff.) Shield.pwr +13% ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 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 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +17 (+4 eff.) Dmg.mod +25% darkness ---------- misc Mana/turn +0.18 Max.mana +69.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego++] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Master Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 6 nature 4 cold One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Master Power 19.0 - 26.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 physical While equipped: Stats +5 Dex +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +8 (+2 eff.) Phys.spd +10% Res.pen +8% physical Acc +39 (+11 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +36% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Master Power 10.5 - 14.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +22 lightning +19 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Mov.spd +25% Res.pen +8% lightning +10% cold One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+10 eff.) Res.pen +5% physical Apr +3 Melee Ret 4 physical On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +7% acid +7% fire +7% lightning +7% cold ---------- misc Max.hate +10.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +10 Dex +3 Wil +9 Cun +8 Lck dps ---------- Phys.crit +7.0% Mind.crit +8% Phasing +30% Melee Ret 6 blight On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% nature Mind.save +10 (+4 eff.) Stealth +6 Max.HP +57.00 ---------- misc T.Disarm +18 Max.vim +30.00 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +5 Cun +4 Con +7 Lck dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +9 (+3 eff.) Stealth +7 ---------- misc T.Disarm +7 Infravis +4 Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +3% lightning Phys.save +3 (+1 eff.) Max.HP +31.00 ---------- misc Psi/ret +0.04 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 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% Stun/Frz- +20% Teleport- +10% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% darkness +10% mind +13% all Phys.save +11 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Melee Ret 4 acid 2 nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +6% blight +9% nature +7% all Max.HP +48.00 HP.reg +1.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +7 (+1 eff.) Dmg.mod +10% cold +19% light +17% darkness ----- def ----- Resists +13% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +15% acid +6% physical +9% cold +5% fire +7% all Res.pen +10% physical ----- def ----- Resists +26% acid +11% physical +11% cold +12% fire +9% all Phys.save +9 (+3 eff.) Die.at -20.00 life ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +16% physical ----- def ----- Resists +12% temporal +16% physical +9% mind +9% all Spell.save +3 (+2 eff.) Max.HP +80.00 Heal.mod +10% Cut- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil +2 Cun +2 Con dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness +5% cold Melee Ret 6 darkness ----- def ----- Armour +1 Phys.save +12 (+4 eff.) Mind.save +12 (+4 eff.) A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +5% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% light +9% fire Silence- +22% Confus- +21% Stun/Frz- +21% ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con +1 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Crit.chn- 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Con ----- def ----- Armour +3 Phys.save +12 (+4 eff.) Mind.save +16 (+6 eff.) A pair of boots made of leather. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+5 eff.) ----- def ----- Armour +5 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +50.00 Unarmed combat: Power 24.5 - 34.3 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +9 Apr +9 Crit +12.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Dmg.mod +5% physical Acc +5 (+2 eff.) ----- def ----- Armour +10 Resists +11% darkness ---------- misc Infravis +1 Unarmed combat: Power 29.0 - 31.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +5 Crit +11.0% Atk.spd 100% Melee+ +11 darkness On Hit.r1 +9 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +15% fire ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +12 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness Melee Ret 2 light 2 darkness ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +13% light +12% darkness ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +10% lightning +9% nature ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+5 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Apr +7 On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +6 Defense +13 (+5 eff.) Fatigue +7% Resists +5% acid +22% cold +12% blight ---------- misc Stam/turn +0.50 Breathe water Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 114 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +6 Str +5 Dex +3 Mag +8 Wil +8 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Mind.save +13 (+5 eff.) Max.HP +46.00 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Apr +6 ----- def ----- Armour +2 Defense +8 (+4 eff.) Fatigue +6% ---------- misc Stam/turn +0.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 104 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +7 (+2 eff.) Melee+ 13 acid 12 fire Melee Ret 11 acid 12 fire ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +15% acid +18% fire A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +3 Str +1 Dex +5 Con dps ---------- Dmg.mod +12% blight +6% physical Acc +30 (+9 eff.) ----- def ----- Armour +22 Fatigue +22% Resists +29% acid +9% physical +9% cold +9% lightning +7% fire Max.HP +44.00 A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 50% Mag, 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 18.0 - 21.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +62 Melee+ +10 physical While equipped: Stats +3 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 315 physical damage over 5 turns (1/turn) On Hit (Melee): * 7% chance to reduce all saves and defense by 22 On Melee Ret: * 12% chance to reduce all saves and defense by 22 ----- def ----- Armour +13 Fatigue +8% Resists +3% cold +10% physical Shield.near.proj +32 Proj.slow +10% Max.HP +60.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 (+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] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% nature +5% acid ----- def ----- Resists +9% acid Max.HP +47.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() 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. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 542.08 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 142% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 3.0 T2 shot ammo [Ego+] Master Power 29.0 - 34.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 21 On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Nature Power 28.0 - 33.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +12% light +9% physical Res.pen +10% nature Acc +30 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 48% ---------- misc Stam/turn +3.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 190 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 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 Chojak the Drem Writhing One level 11
1st Profit 122nd year of Ascendancy at 03:50 see stats
By Chojak the Drem Writhing One level 32
20th Iron 123rd year of Ascendancy at 06:46 see stats
By Chojak the Drem Writhing One level 22
8th Dearth 122nd year of Ascendancy at 17:20 see stats
By Chojak the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 02:10 see stats
By Chojak the Drem Writhing One level 20
21st Wealth 122nd year of Ascendancy at 21:46 see stats
By Chojak the Drem Writhing One level 30
13rd Shortage 122nd year of Ascendancy at 17:46 see stats
By Chojak the Drem Writhing One level 28
5th Shortage 122nd year of Ascendancy at 12:18 see stats
By Chojak the Drem Writhing One level 16
1st Wealth 122nd year of Ascendancy at 04:51 see stats
By Chojak the Drem Writhing One level 29
7th Shortage 122nd year of Ascendancy at 19:01 see stats
By Chojak the Drem Writhing One level 8
23rd Voratun 122nd year of Ascendancy at 20:27 see stats
By Chojak the Drem Writhing One level 31
6th Iron 123rd year of Ascendancy at 18:49 see stats
By Chojak the Drem Writhing One level 30
14th Shortage 122nd year of Ascendancy at 01:11 see stats
By Chojak the Drem Writhing One level 11
8th Profit 122nd year of Ascendancy at 07:59 see stats
By Chojak the Drem Writhing One level 21
28th Wealth 122nd year of Ascendancy at 15:16 see stats
By Chojak the Drem Writhing One level 23
9th Dearth 122nd year of Ascendancy at 21:42 see stats
By Chojak the Drem Writhing One level 17
4th Wealth 122nd year of Ascendancy at 11:02 see stats
Log
Chojak picks up (r.): shimmering elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness element).
Chojak picks up (C.): stargazer's silk robe of frost (+13%) (0 def, 0 armour).
Chojak picks up ( .): barbed pouch of steel shots (20/21, 29-35 power, 2 apr).
Chojak picks up (K.): wanderer's pair of hardened leather boots (0 def, 3 armour).
Chojak picks up (y.): hardened leather belt 'Raindare'.
Chojak picks up (C.): dreamer's silk robe (0 def, 0 armour).
Chojak picks up (q.): epiphanous living mindstar of frost (18-20 power, 40 apr, nature damage).
Chojak picks up (t.): penetrating voratun steamgun of recursion.
Chojak casts Carrion Feet.
Bloated horror is caught in gore.
Chojak slows down.
Bloated horror performs a melee critical strike against Chojak!
Bloated horror starts to bleed black blood.
In a frenzy Decaying devourer bites at Bloated horror!
Decaying devourer performs a melee critical strike against Bloated horror!
Decaying devourer revels in the spilt blood and grows stronger!
Bloated horror is cut deeply.
Melee retaliation hits Bloated horror for 5 darkness, 2 mind (7 total damage).
Decaying devourer hits Bloated horror for 176 physical damage.
Bloated horror hits Chojak for 1 healing, 12 physical (12 total damage) [1 healing].
Melee retaliation hits Chojak for 2 darkness, 1 mind (4 total damage).
Tentacle Constriction from Chojak's Inner Demon hits Chojak for 18 healing, 181 darkness (181 total damage) [18 healing].
Chojak the level 32 drem writhing one was swallowed by the void to death by a Chojak's Inner Demon on level 3 of Lake of Nur.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Tentacle Constriction from Chojak's Inner Demon killed Chojak!
Saving game...
Saving done.