












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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 1.7.2This 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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Embers of Rage 1.7.0Official 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:
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Plenum Tooltip Custom Edit 1.7.2Plenum 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: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 27 / 79% |
Size | big |
Lifes / Deaths | Killed by Ce'Namina the snow giant at level 13 on the 47th Dusk 122nd year of Ascendancy at 12:53 0 / 8Killed by Iselaith the gigantic corrosive tunneler at level 19 on the 23rd Haze 122nd year of Ascendancy at 20:48 Killed by Ivedath the giant lightning ant at level 22 on the 40th Haze 122nd year of Ascendancy at 09:07 Killed by dragonsfire trap at level 24 on the 69th Regrowth 123rd year of Ascendancy at 17:20 Killed by Porytha the golem at level 24 on the 69th Regrowth 123rd year of Ascendancy at 23:45 Killed by Arymira the cold drake at level 26 on the 20th Pyre 123rd year of Ascendancy at 16:28 Killed by Xeradhemina the skeleton warrior at level 27 on the 30th Pyre 123rd year of Ascendancy at 00:10 Killed by Xeradhemina the skeleton warrior at level 27 on the 30th Pyre 123rd year of Ascendancy at 02:59 |
Primary Stats
Strength | 17 (base 11) |
Dexterity | 66 (base 54) |
Constitution | 20 (base 10) |
Magic | 16 (base 10) |
Willpower | 17 (base 10) |
Cunning | 77 (base 58) |
Resources
Life | -307/624 |
Stamina | 158/250 |
Healing Factor | 1.0870588855781 |
Regeneration | 2.4458824925507 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 81 |
Accuracy | 52 |
Crit Chance | 38% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 52 |
Crit Chance | 31% |
APR | 11 |
Speed | 0.80 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Lightning | +6% |
Light | +17% |
Nature | +6% |
Cold | +21% |
Arcane | +7% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +45% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (49.007671158813%) |
Defense | 63 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 18 |
Mental Save | 29 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 22%( 70%) |
All | + 10%( 70%) |
Lightning | + 32%( 70%) |
Light | + 20%( 70%) |
Temporal | + 15%( 70%) |
Fire | + 43%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Stun Resistance | 20% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 462% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Poisons | 2.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You 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! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% light +6% cold ----- def ----- Armour +9 Fatigue -6% Resists +6% light Phys.save +9 (+5 eff.) ---------- misc Max.enc +28 Stam/turn +3.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +6% lightning Res.pen +5% cold +15% physical ----- def ----- Max.HP +42.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 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 | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +6% light Res.pen +15% physical Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +3% Die.at -80.00 life A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 8 arcane 5 light Dmg.mod +4% arcane +5% light ----- def ----- Armour +2 Resists +3% arcane +5% light Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Hit: 20% Searing Light 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% physical Res.pen +15% physical Melee Ret 2 nature ----- def ----- Resists +3% blight +11% nature +6% acid ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% fire Phasing +10% ----- def ----- Resists +6% temporal +24% fire Mind.save +6 (+3 eff.) Max.HP +27.00 Disarm- +22% Pinning- +25% Knockbk- +21% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +13% acid +13% fire +12% lightning +13% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Mag +2 Cun +6 Lck dps ---------- Dmg.mod +3% arcane Acc +6 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +12% lightning Spell.save +6 (+4 eff.) Unseen.red 11% Stun/Frz- +20% ---------- misc Max.mana +40.00 Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
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 off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Cun, 20% Dex Dmg Darkness Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +4.0% Dmg.mod +15% cold Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +12 (+3 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -696 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1735 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -423 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1055 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -244 life. The duration and life will increase by 1% for every 1% life you have lost (currently 609 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -309 life. The duration and life will increase by 1% for every 1% life you have lost (currently 771 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -296 life. The duration and life will increase by 1% for every 1% life you have lost (currently 738 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 655% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 cold, 5 nature, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +18% arcane Melee Ret 2 arcane ----- def ----- Phys.save +24 (+12 eff.) Spell.save +22 (+12 eff.) Mind.save +26 (+12 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.pwr +20 (+9 eff.) Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Resists +3% light +3% cold ---------- misc Hate/m.crit +1.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +15% acid ----- def ----- Resists +26% lightning +9% mind +18% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +5 Mag dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +8.00 Max.vim +20.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.20 cold and 9.81 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +11% cold Res.pen +5% acid Apr +2 Melee Ret 4 acid ----- def ----- Armour +2 Defense +20 (+5 eff.) Resists +22% cold ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +25.00 Disarm- +25% Pinning- +22% Knockbk- +26% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 45% Cun, 45% Dex, 10% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 62.31 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Disrupt Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +3 Mag +2 Wil +3 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 lightning Dmg.mod +5% lightning Res.pen +8% lightning ----- def ----- Resists +7% lightning +5% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +12 acid On Hit: * 10% chance to reduce armor by 22% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 mind 7 darkness Dmg.mod +3% blight +4% mind +4% darkness ----- def ----- Resists +24% acid ---------- misc Light +3 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 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 83.30 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (167). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +9% physical Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Resists +9% fire +5% arcane +12% temporal A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Str +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +6 (+2 eff.) Res.pen +5% physical Melee Ret 6 darkness ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Max.stam +20.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) ----- def ----- Fatigue -6% Resists +3% physical +8% light +3% cold +5% arcane +8% darkness Crit.dmg- 5.00% Blind- +10% ---------- misc Max.enc +25 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% light Res.pen +10% physical Melee Ret 4 nature ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning Crit.dmg- 15.00% Phys.save +6 (+3 eff.) Teleport- +10% 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 +1 Str +2 Dex +1 Cun +8 Con dps ---------- Res.pen +15% darkness ----- def ----- Defense +1 (+0 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 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +3% acid +12% cold +9% nature +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +15 (+4 eff.) Resists +15% cold +7% all Spell.save +3 (+2 eff.) HP.reg +2.00 Cut- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal Max.HP +40.00 HP.reg +4.00 Heal.mod +20% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% light +6% fire +6% nature +6% cold Die.at -40.00 life Confus- +20% Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +20 (+7 eff.) ----- def ----- Armour +6 Defense +8 (+2 eff.) Fatigue +3% Phys.save +9 (+5 eff.) Silence- +30% Confus- +22% Stun/Frz- +25% ---------- misc Infravis +2 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Mag +1 Cun ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Light +2 See.Invis +6 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 [Rare] Master While equipped: Stats +1 Str +3 Cun +5 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Resists +7% fire +8% cold ---------- misc See.Invis +18 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+2 eff.) Fatigue +2% Resists +9% mind ---------- misc Max.stam +10.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% fire Apr +1 ----- def ----- Armour +1 Resists +6% fire +7% cold Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Max.stam +20.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+3 eff.) Max.HP +20.00 Unarmed combat: Power 107% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 14 mind 10 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 21 ----- def ----- Armour +2 Phys.save +8 (+4 eff.) Mind.save -12 (-6 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 116% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +10.0% Atk.spd 100% On Hit: 10% Reproach 3 On Hit: 10% Set Up 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +7 Con dps ---------- Spell.crit +1% Crit.mult +20.00% Spell.pwr +20 (+10 eff.) S.pwr/crit +2 Phasing +20% Melee Ret 2 arcane ----- def ----- Armour +9 Hardiness +9% Resists +7% physical ---------- misc Max.mana +60.00 Unarmed combat: Power 118% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+1 eff.) Apr +7 On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Resists +5% blight Spell.save +21 (+11 eff.) Unarmed combat: Power 113% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +3.0% Atk.spd 100% On Hit: * 12% chance to reduce armor by 22% * 21 arcane resource burn * 14% chance to slow global speed by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% temporal ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +7% cold +3% nature Blind- +10% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire ---------- misc Max.vim +20.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +1 Mag dps ---------- Mind.crit +1% Crit.mult +20.00% ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +8% temporal Phys.save +6 (+3 eff.) Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 42.29 to 126.88 lightning damage (84.59 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+10 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 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. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 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. |
![]() 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 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% light +3% cold +3% nature +3% all Spell.save +6 (+4 eff.) ---------- misc Max.stam +10.00 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Armour +6 Silence- +20% ---------- misc Light +5 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Spell.pwr +20 (+10 eff.) S.pwr/crit +2 ----- def ----- Resists +6% light ---------- misc Light +7 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% cold +3% fire ----- def ----- Resists +3% lightning +3% fire Cut- +10% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Crit.dmg- 10.00% ---------- misc Light +2 See.Invis +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
![]() 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 T1 wand charm [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +3 Wil dps ---------- Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Crit.dmg- 10.00% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Naalis the Cornac Rogue level 8
7th Flare 122nd year of Ascendancy at 21:10 see stats
By Naalis the Cornac Rogue level 23
50th Regrowth 123rd year of Ascendancy at 17:12 see stats
By Naalis the Cornac Rogue level 10
40th Dusk 122nd year of Ascendancy at 17:50 see stats
By Naalis the Cornac Rogue level 20
24th Haze 122nd year of Ascendancy at 06:51 see stats
By Naalis the Cornac Rogue level 23
68th Haze 122nd year of Ascendancy at 14:40 see stats
By Naalis the Cornac Rogue level 23
33rd Regrowth 123rd year of Ascendancy at 21:56 see stats
By Naalis the Cornac Rogue level 12
44th Dusk 122nd year of Ascendancy at 00:07 see stats
By Naalis the Cornac Rogue level 8
15th Dusk 122nd year of Ascendancy at 01:38 see stats
By Naalis the Cornac Rogue level 22
41st Haze 122nd year of Ascendancy at 13:12 see stats
By Naalis the Cornac Rogue level 16
71st Dusk 122nd year of Ascendancy at 04:09 see stats
By Naalis the Cornac Rogue level 27
30th Pyre 123rd year of Ascendancy at 00:10 see stats
Log
Naalis uses Infusion: Regeneration.
Naalis starts regenerating health quickly.
Naalis is dazed!
Naalis deflects the projectile from Steamgun turret to the east!
Naalis uses Flurry.
Naalis performs a melee critical strike against Xeradhemina the skeleton warrior!
Naalis is not dazed anymore.
Xeradhemina the skeleton warrior is magically poisoned!
Xeradhemina the skeleton warrior is poisoned!
Blade Flurry performs a melee critical strike against Steamgun turret!
Xeradhemina the skeleton warrior's Acid Strike is disrupted by his wounds!
Naalis misses Xeradhemina the skeleton warrior.
Naalis damages herself through Martyrdom!
Naalis hits Xeradhemina the skeleton warrior for 33 physical, 5 light, 8 arcane, 9 darkness, 5 light, 8 arcane, 59 darkness, 48 physical, 5 light, 8 arcane, 48 physical, 5 light, 8 arcane, 8 darkness, 5 light, 8 arcane, 59 darkness (331 total damage).
Blade Flurry hits Steamgun turret for 91 physical, 6 light, 9 arcane, 45 darkness, 6 light, 9 arcane, 70 darkness (235 total damage).
Xeradhemina the skeleton warrior hits Naalis for 3 physical, 0 light, 1 arcane, 1 darkness, 0 light, 1 arcane, 6 darkness, 6 physical, 0 light, 1 arcane, 6 physical, 0 light, 1 arcane, 1 darkness, 0 light, 1 arcane, 6 darkness, 34 fire (69 total damage).
Steamgun turret hits Naalis for 11 physical, 1 light, 1 arcane, 4 darkness, 1 light, 1 arcane, 7 darkness (25 total damage).
Naalis is dazed!
Naalis deflects the projectile from Steamgun turret to the north!
Xeradhemina the skeleton warrior casts Virulent Strike.
Naalis is not dazed anymore.
Naalis is afflicted by a decrepitude disease!
Xeradhemina the skeleton warrior performs a melee critical strike against Naalis!
Naalis damages herself through Martyrdom!
Melee retaliation hits Xeradhemina the skeleton warrior for 8 mind, 2 nature, 4 mind, 2 nature (16 total damage).
Xeradhemina the skeleton warrior hits Naalis for (11 parried), 157 physical, 5 nature, 17 blight, 1 mind, 0 nature, 240 physical (419 total damage).
Blood Splash hits Xeradhemina the skeleton warrior for 70 healing, 70 healing (0 total damage) [140 healing].
Xeradhemina the skeleton warrior receives 9 healing from Ruin.
Naalis the level 27 cornac rogue was pierced to death by Xeradhemina the skeleton warrior on level 1 of Ruined halfling complex.