











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Items Vault 1.7.6Donators/Buyers bonus! 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.
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Auto-Acceptable Acrobatics 1.5.0OBSOLETE This addon is now part of the base game as of version 1.6 Changes the targeting of the talent Technique/Mobility-Tumble so that it is aimed the same way as Vault, making it usable when auto-accept target is enabled. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. 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:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Mindslayer |
Level / Exp | 33 / 7% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 51 (base 21) |
Dexterity | 56 (base 10) |
Constitution | 30 (base 10) |
Magic | 40 (base 10) |
Willpower | 77 (base 60) |
Cunning | 91 (base 60) |
Resources
Mana | 548/548 |
Psi | 146/146 |
Life | 831/831 |
Stamina | 380/380 |
Steam | 100/100 |
Healing Factor | 1.4592147729953 |
Regeneration | 29.549099153155 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +100.18330640608% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 18 |
See Invisible | 13 |
Offense: Mainhand
Damage | 152 |
Accuracy | 76 |
Crit Chance | 72% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Light | +48% |
Physical | +28% |
Blight | +44% |
Arcane | +19% |
Cold | +54% |
All | +16% |
Offense: Damage Penetration
Acid | +10% |
Mind | +5% |
Physical | +16% |
Defense: Base
Armour (hardiness) | 52 (48.304188961773%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 38 |
Mental Save | 54 |
Defense: Resistances
Cold | + 52%( 74%) |
Lightning | + 55%( 74%) |
Light | + 25%( 74%) |
Temporal | + 31%( 74%) |
Nature | + 42%( 74%) |
Physical | + 25%( 74%) |
Mind | + 30%( 74%) |
All | + 23%( 74%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 21% |
Bleed Resistance | 60% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 95% |
Poison Resistance | 60% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 205.93 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Kinetic Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Kinetic Aura |
talent | Skate |
talent | Corruption of the Doomed |
talent | Premonition |
talent | Charged Shield |
talent | Beyond the Flesh |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Agrimley the hermit's elixir of focus |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed minotaur nose. * You've found the needed vial of squid ink. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within6 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
Psionic focus | ![]() 5.0 T4 greatmaul 2H weapon [Unique] Arcane Power 56.0 - 72.8 Light Uses 140% Wil, 10% Mag Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +16.0% Atk.spd 100% On Crit.r2 +48 blinding light While equipped: Stats +8 Dex +8 Cun +8 Mag dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +16% light +8% all Amber: Light 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. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +31 (+8 eff.) Dmg.mod +16% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +14 (+5 eff.) Max.HP +43.00 ---------- misc Psi/ret +0.04 Light +8 See.Stealth +18 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Cun ----- def ----- Armour +19 Defense +21 (+6 eff.) Fatigue +5% Resists +12% lightning +11% temporal +3% light +15% nature +3% all Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +18 (+6 eff.) Max.HP +74.00 Heal.mod +17% Disease- +10% A cap made of leather. |
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 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. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Con dps ---------- Dmg.mod +12% physical Acc +15 (+3 eff.) Apr +2 ----- def ----- Resists +12% cold +2% physical Die.at -60.00 life Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Wil ----- def ----- Spell.save +9 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +22% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +56.00 HP.reg +9.00 Heal.mod +13% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +3 Wil +5 Cun +5 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Dmg.mod +6% blight +3% arcane ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue -5% Res.Cap +4% all Phys.save +17 (+5 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 76.0 - 121.6 Physical Uses 140% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +24 Crit +25.0% Atk.spd 100% Melee+ +8 blight On Hit.r1 +4 lightning On Crit.r2 +12 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Con dps ---------- Phys.crit +9.0% Phys.pwr +13 (+4 eff.) Res.pen +16% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Disarm- +39% Massive two-handed swords. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +130% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 47% Wil, 87% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +3% cold Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Defense +8 (+3 eff.) Resists +9% mind +6% cold Mind.save +14 (+5 eff.) Proj.slow +20% Anom.red +12 Max.HP +153.00 ---------- misc Max.mana +41.00 Max.stam +37.00 Max.hate +14.00 Max.psi +29.00 Max.vim +23.00 Max.P.En +29.00 Max.N.En +23.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+4 eff.) Resists +30% lightning Stun/Frz- +50% ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 4.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 56% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 635 life over 5 turns. 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 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) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 3 physical, 4 temporal, 3 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Con +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +15% fire +5% temporal Melee Ret 4 temporal ----- def ----- Resists +10% temporal Mind.save +7 (+3 eff.) Confus- +11% Pinning- +20% Knockbk- +24% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +18% temporal Melee Ret 8 light ----- def ----- Resists +12% lightning +12% temporal +12% light Heal.mod +16% Cut- +70% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 443 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Wil ----- def ----- Resists +18% lightning +9% physical +9% temporal Crit.chn- 15.00% Stun/Frz- +28% Teleport- +10% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +9% nature Res.pen +10% nature ----- def ----- Resists +9% nature Phys.save +9 (+3 eff.) Max.HP +57.00 HP.reg +3.00 Blind- +27% ---------- misc Infravis +6 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +14 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% temporal Pinning- +22% Knockbk- +24% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +16% darkness Heal.mod +12% Blind- +25% Cut- +60% Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 399 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% ----- def ----- Resists +5% arcane +12% temporal Crit.chn- 10.00% Mind.save +3 (+1 eff.) HP.reg +7.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +5 Wil +5 Con dps ---------- Mind.crit +7% Acc +13 (+3 eff.) Apr +13 ----- def ----- Defense +11 (+4 eff.) ---------- misc See.Invis +9 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee Ret 10 light ----- def ----- Defense +20 (+6 eff.) Resists +15% temporal +2% physical Phys.save +15 (+5 eff.) Silence- +36% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.24 Light +3 Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 70% Wil, 60% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 23.80 arcane and 23.20 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 116% Cun 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 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 108% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Darkness Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 3.5 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 35.47 darkness damage each turn for 7 turns, and has a 34% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Phys.save +2 (+0 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Heal.mod +13% Heal/summ +35 ---------- misc Equi/ret +0.50 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 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 91% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 72.70 to 90.88 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +12 Con dps ---------- Dmg.mod +43% nature ----- def ----- Resists +6% mind +2% physical +24% nature +13% all HP.reg +4.00 Poison- +63% Disease- +53% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +3 Wil +2 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Crit.chn- 5.00% Mind.save +5 (+2 eff.) ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +15 (+5 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +9% physical ----- def ----- Armour +4 Defense +5 (+2 eff.) Phys.save +7 (+2 eff.) Die.at -80.00 life A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +3% darkness Die.at -60.00 life ---------- 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] Nature While equipped: Stats +6 Str +2 Dex dps ---------- Phys.crit +4.0% Crit.mult +10.00% Dmg.mod +15% mind ----- def ----- Defense +11 (+4 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Apr +4 ----- def ----- Armour +1 Fatigue -5% Resists +3% physical +3% cold Phys.save +6 (+2 eff.) ---------- misc Max.enc +26 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag +6 Con ----- def ----- Armour +9 Fatigue -5% Phys.save +7 (+2 eff.) ---------- misc Max.enc +24 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 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 47% Wil, 87% Cun 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. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Dex +4 Wil +3 Con dps ---------- Melee+ 7 blight Dmg.mod +6% blight Res.pen +15% lightning Acc +10 (+2 eff.) ----- def ----- Armour +2 Resists +8% blight Disarm- +21% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 18.5 - 20.4 Physical Uses 47% Wil, 87% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 10% Disarm 3 On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 20% Mag, 87% Cun, 47% Wil Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Con dps ---------- Melee+ 8 lightning 11 light Dmg.mod +7% lightning +5% light +6% mind Res.pen +5% light On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Armour +2 Resists +6% lightning +5% light +6% mind Phys.save +18 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +37% Unarmed combat: Power 18.5 - 20.4 Physical Uses 47% Wil, 87% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 physical On Crit.r2 +7 lightning On Hit: 10% Juggernaut 1 On Hit: 10% Lightning Breath 3 On Hit: 20% Searing Light 3 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +12 Mag +16 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +9% light Res.pen +15% light On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Defense +3 (+1 eff.) Resists +3% light Phys.save +8 (+2 eff.) Spell.save +11 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +9 Str dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Res.pen +15% acid +15% physical ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +3 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +3 Dex +10 Cun +5 Con dps ---------- Dmg.mod +6% fire Res.pen +15% lightning ----- def ----- Armour +4 Fatigue +4% Mind.save +15 (+5 eff.) ---------- misc Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 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. |
![]() 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 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 (+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. |
![]() 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. |
![]() 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 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 1.0 T1 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.(132 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature Res.pen +5% darkness ----- def ----- Resists +12% nature Crit.chn- 5.00% Max.HP +100.00 Disarm- +20% Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 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 90% 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 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% cold ----- def ----- Defense +5 (+2 eff.) Resists +3% cold ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Con +2 Mag dps ---------- Acc +30 (+7 eff.) ----- def ----- Armour +12 Resists +3% physical ---------- misc Light +3 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 632 Base Damage: 284 Armor: 25 All Resist: 12 Puts all charms on 25 cooldown 100% to reduce fatigue by 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Nikola the Doomelf Mindslayer level 9
2nd Haze 122nd year of Ascendancy at 03:49 see stats
By Nikola the Doomelf Mindslayer level 21
67th Haze 122nd year of Ascendancy at 04:14 see stats
By Nikola the Doomelf Mindslayer level 29
2nd Regrowth 123rd year of Ascendancy at 11:46 see stats
By Nikola the Doomelf Mindslayer level 6
78th Pyre 122nd year of Ascendancy at 18:11 see stats
By Nikola the Doomelf Mindslayer level 31
13rd Regrowth 123rd year of Ascendancy at 10:17 see stats
By Nikola the Doomelf Mindslayer level 10
8th Haze 122nd year of Ascendancy at 12:03 see stats
By Nikola the Doomelf Mindslayer level 20
49th Haze 122nd year of Ascendancy at 17:37 see stats
By Nikola the Doomelf Mindslayer level 30
8th Regrowth 123rd year of Ascendancy at 18:47 see stats
By Nikola the Doomelf Mindslayer level 27
8th Allure 123rd year of Ascendancy at 17:01 see stats
By Nikola the Doomelf Mindslayer level 27
9th Allure 123rd year of Ascendancy at 07:12 see stats
By Nikola the Doomelf Mindslayer level 25
3rd Allure 123rd year of Ascendancy at 14:24 see stats
By Nikola the Doomelf Mindslayer level 13
15th Haze 122nd year of Ascendancy at 00:05 see stats
By Nikola the Doomelf Mindslayer level 9
7th Haze 122nd year of Ascendancy at 16:15 see stats
By Nikola the Doomelf Mindslayer level 22
76th Haze 122nd year of Ascendancy at 02:01 see stats
By Nikola the Doomelf Mindslayer level 9
14th Dusk 122nd year of Ascendancy at 09:09 see stats
By Nikola the Doomelf Mindslayer level 22
76th Haze 122nd year of Ascendancy at 01:59 see stats
By Nikola the Doomelf Mindslayer level 15
21st Haze 122nd year of Ascendancy at 13:39 see stats
Log
You collect a new ingredient: lump of stralite (1).
You gain 6.19 gold from the melting of exposing stralite shield of winter (0 def, 8 armour, 69 - 97 damage, 137 block).
You collect a new ingredient: lump of stralite (1).
You gain 7.71 gold from the melting of swiftstrike stralite steamgun of acid.
You gain 4.50 gold from the melting of reinforced leather sling of piercing.
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of stralite steamsaw 'Shiverhunter' (66 - 99 damage, 0 apr).
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of stralite steamsaw 'Fogtorrent' (64 - 96 damage, 20 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 21.14 gold from the melting of Bokodas (59 - 89 damage, 0 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.25 gold from the melting of acidic stralite waraxe of phasing (106 - 149 damage, 20 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.72 gold from the melting of acidic stralite waraxe of daylight (105 - 147 damage, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 15.00 gold from the melting of Blade of Distorted Time (112 - 157 damage, 40 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 25.00 gold from the melting of Nimbusraider the dwarven-steel greatsword (119 - 190 damage, 2 apr).
You gain 17.76 gold from the melting of Blazesnake the dragonbone magestaff (39 - 46 damage, 6 apr, blight element).
You gain 7.36 gold from the melting of ethereal elven-wood magestaff of fate (37 - 44 damage, 5 apr, fire element).
You gain 0.57 gold from the melting of teleportation rune (range 50; cd 11).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.52 gold from the melting of movement infusion (speed 570%; cd 11).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 4.31 gold from the melting of heroism infusion (die at -231; dur 7; cd 28).
You gain 2.95 gold from the melting of medical injector implant (efficiency 98% / cooldown 59%).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.