











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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 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 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 23 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Adebretta the sand-drake at level 23 on the 11st Shortage 122nd year of Ascendancy at 04:34 / 1 |
Primary Stats
| Strength | 65.247447312088 (base 53) |
| Dexterity | 21 (base 10) |
| Constitution | 20 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 58.247447312088 (base 44) |
| Cunning | 17 (base 10) |
Resources
| Life | -1006/861 |
| Stamina | 287/287 |
| Equilibrium | 105 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 6.9857029121432 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +36.09386761032% |
| Spell | +2.90723440879% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 51 |
| Crit Chance | 7% |
| APR | 24 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 5% |
| Speed | 0.97174897930654 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 12% |
| Speed | 0.97174897930654 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +11% |
| Temporal | +6% |
| Arcane | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +17% |
| Physical | +24% |
| Lightning | +22% |
| Arcane | +22% |
| Mind | +32% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 40.847704776907 (65.897138898113%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 17 |
| Physical Save | 41 |
| Spell Save | 34 |
| Mental Save | 38 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 9%( 70%) |
| Physical | + 9%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 29% |
| Silence Resistance | 22% |
| Confusion Resistance | 26% |
| Knockback Resistance | 17% |
| Stun Resistance | 54% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: 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 -398 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1261 life, 22 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 667% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Prismatic Aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Draconic Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom Wyrm | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dragon's Breath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ice Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Acid Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand Wyrm | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire Wyrm | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Draconic Body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Apex Predator | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
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 |
You failed to protect the lost sun paladin from death by Yvawen the venom drake hatchling. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 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 giant spider spinneret. * You've found the needed ice ant stinger. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Silence- +22% Confus- +26% Stun/Frz- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Xanidanne the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% temporal ----- def ----- Resists +5% arcane Mind.save +6 (+3 eff.) Max.HP +40.00 Teleport- +20% ---------- misc Light +6 See.Stealth +5 See.Invis +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. |
| On head | Adunne the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Mind.crit +7% Mind.pwr +30 (+7 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 9 turns) 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. |
| On fingers | solipsist's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +5 Cun dps ---------- Mind.pwr +6 (+1 eff.) Melee+ 12 light Ranged+ 13 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | copper ring 'Shocknull'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% arcane Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around waist | Alogoharahir1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +33 (+8 eff.) ----- def ----- Resists +2% physical Phys.save +6 (+2 eff.) Die.at -20.00 life A belt that goes around your waist. |
| In main hand | Blazerebel (145% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage While equipped: dps ---------- Dmg.mod +3% mind Res.pen +12% physical +15% mind +12% all Acc +24 (+7 eff.) Apr +22 ----- def ----- Resists +3% light Massive two-handed swords. |
| Socketed Gems | opal0.0 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. |
| Main armor | Murkstreaker (4 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +4 Con dps ---------- Res.pen +5% darkness ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +7% Resists +17% lightning +6% light +6% blight Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +70.00 A suit of armour made of mail. |
| Cloak | Ragykhad the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind Melee Ret 6 mind ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +6% cold +5% arcane Max.HP +31.00 ---------- misc Psi/ret +0.24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
wild infusion of the sneak (res 22%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 18%; mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 113; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Arylaith'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +12% acid ----- def ----- Resists +3% acid +6% mind Mind.save +3 (+2 eff.) Amulets make your neck look great! |
solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
enhanced steel battleaxe (126% power, 2 apr) =stats=3.0 T2 battleaxe 2H weapon [Ego+] Nature Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +6 Mag +5 Wil +7 Cun +5 Con Massive two-handed battleaxes. |
balanced dwarven-steel dagger of enduring (120% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Master Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Max.HP +51.00 Disarm- +25% Sharp, short and deadly. |
truestriking steel dagger of persecution (100% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Disrupt/Master Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +9% Unnatural While equipped: Stats +1 Wil dps ---------- Res.pen +5% physical Acc +13 (+4 eff.) Apr +6 Sharp, short and deadly. |
chilling dwarven-steel greatmaul (152% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 cold Massive two-handed mauls. |
elemental dwarven-steel greatmaul of shearing (148% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Arcane/Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 21 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +10% cold Res.pen +14% cold +12% all Acc +7 (+2 eff.) Apr +10 Massive two-handed mauls. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
warbringer's dwarven-steel greatsword (147% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +14% Massive two-handed swords. |
mighty yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str +11 Wil +12 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Max.HP +38.00 Longbows are used to shoot arrows at your foes. |
truestriking dwarven-steel longsword (124% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Dex 24 [Ego+] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +10 (+3 eff.) Apr +7 Sharp, long, and deadly. |
truestriking dwarven-steel longsword (129% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Dex 24 [Ego+] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +6 (+2 eff.) Apr +7 Sharp, long, and deadly. |
mossy mindstar of venom (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 6 acid Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Resists +5% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Eilinewe' (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 93% 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 +2 Dex dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) All.spd +4% Melee+ 13 fire Dmg.mod +11% fire Res.pen +7% fire Acc +10 (+3 eff.) ----- def ----- Resists +21% lightning +9% fire +5% arcane Phys.save +12 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of flames (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) All.spd +3% Melee+ 7 fire Dmg.mod +8% fire Res.pen +9% fire ----- def ----- Resists +5% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Adogalle the Quenchmoon4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +4 arcane +8 cold While equipped: Stats +3 Str +1 Wil dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +24% cold Res.pen +7% all Acc +8 (+2 eff.) Apr +9 ----- def ----- Resists +3% cold Spell.save +3 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Olytodir the steel waraxe (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) Melee Ret 10 acid ----- def ----- Defense +9 (+5 eff.) Resists +18% lightning +9% darkness Disarm- +26% One-handed war axes. |
Mighty Girdle1.0 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. |
rough leather belt 'Snowstinger' =4dex=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +3% acid Res.pen +5% cold Melee Ret 2 cold ----- def ----- Defense +5 (+3 eff.) Resists +2% physical Stealth +6 Die.at -40.00 life ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
linen cloak 'Scaldmaim' (1 def, 0 armour) =5dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +2 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Crit.dmg- 5.00% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +44.00 HP.reg +1.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethysevea the Morningbraze (0 def, 1 armour) =5con=2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Mind.crit +1% Melee Ret 2 light ----- def ----- Armour +1 Fatigue -5% Crit.dmg- 15.00% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Gudunahor (0 def, 1 armour) =4dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Resists +3% mind +3% nature Stealth +5 Die.at -80.00 life Max.HP +20.00 HP.reg +2.00 A pair of boots made of leather. |
Icefist the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Str +6 Dex +3 Mag dps ---------- Dmg.mod +6% cold Melee Ret 4 cold ----- def ----- Armour +3 Resists +8% lightning +8% temporal ---------- misc See.Invis +12 A pair of boots made of leather. |
pair of iron boots 'Griniblek' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +3 (+1 eff.) Res.pen +5% temporal +5% physical Acc +5 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+4 eff.) Melee+ 8 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethodhebeth the Murkgore (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% cold Melee Ret 8 nature On Hit (Melee): * 10% chance to slow global speed by 63% * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +3 Fatigue +1% Resists +12% cold +3% nature +3% darkness ---------- misc Infravis +1 A cap made of leather. |
Goryhad the rough leather cap (20 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag ----- def ----- Armour +1 Defense +20 (+10 eff.) Fatigue +1% Resists +6% lightning +5% temporal Disarm- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Pitchflash the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +1 Dex +4 Cun +3 Con dps ---------- Res.pen +10% darkness Melee Ret 8 darkness 2 fire On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +4 Fatigue +4% Resists +9% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turorath the iron helm (0 def, 3 armour) =3dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Spell.pwr +15 (+9 eff.) Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) ---------- misc Mana/turn +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +4% lightning +3% temporal +4% light +5% fire +5% nature +4% acid +3% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
iron helm 'Rotbearer' (0 def, 3 armour) =waterbreathing=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +3 Mag +1 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Armour +3 Fatigue +5% Resists +8% cold ---------- misc Infravis +1 See.Invis +6 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samurion the steel mail armour (8 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun +1 Wil dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +8 (+4 eff.) Fatigue +12% Resists +9% acid +6% temporal +11% darkness +10% blight +19% lightning Mind.save +12 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 A suit of armour made of mail. |
cured leather armour 'Hathalen' (10 def, 4 armour) =5dex=9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex dps ---------- Melee Ret 2 temporal ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +7% Resists +3% blight +19% cold +6% temporal Phys.save +6 (+2 eff.) Max.HP +23.00 A suit of armour made of leather. |
duelist's hardened leather armour (13 def, 10 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +3 Cun +6 Dex ----- def ----- Armour +10 Defense +13 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
wrathful dwarven-steel shield of lightning resistance (+17%) (0 def, 6 armour, 79 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 32 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +17% lightning +7% fire +7% light ---------- misc Talents +1 Block Handheld deflection devices. |
5 agate0.0 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. |
138 alchemist agate0.0 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. |
3 onyx0.0 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. |
Durerath the dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Crit.mult +16.00% Phys.pwr +7 (+3 eff.) Mind.pwr +20 (+5 eff.) Apr +6 ----- def ----- Resists +15% mind ---------- misc Equi/ret +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shadowdare the iron pickaxe (dig speed 28 turns) =1dex=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% Res.pen +5% acid On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +6% mind +12% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 75 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
dwarven-steel torque of gale force 'Poronne' [power 200] (15 cooldown) =4dex=2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +4 Dex +2 Mag ----- def ----- Crit.dmg- 10.00% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 200 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
innervating iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Shadevice the elm totem of stinging [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Con dps ---------- Crit.mult +10.00% Res.pen +25% darkness Acc +15 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 28% Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
8 ametrine0.0 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. |
6 citrine0.0 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. |
12 zircon0.0 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Huey the Dwarf Wyrmic level 10
12nd Profit 122nd year of Ascendancy at 02:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Huey the Dwarf Wyrmic level 10
12nd Profit 122nd year of Ascendancy at 02:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Huey the Dwarf Wyrmic level 20
37th Dearth 122nd year of Ascendancy at 07:56 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Huey the Dwarf Wyrmic level 18
28th Dearth 122nd year of Ascendancy at 03:17 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Huey the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 23:41 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Huey the Dwarf Wyrmic level 19
36th Dearth 122nd year of Ascendancy at 19:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Huey the Dwarf Wyrmic level 9
2nd Acquisition 122nd year of Ascendancy at 06:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Huey the Dwarf Wyrmic level 9
1st Profit 122nd year of Ascendancy at 17:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Huey the Dwarf Wyrmic level 18
28th Dearth 122nd year of Ascendancy at 03:02 see stats
Log
Melee retaliation hits Adebretta the sand-drake for 3 mind damage.
Adebretta the sand-drake hits Huey for 552 physical damage.
Huey shrugs off some effects!
Huey is not stunned anymore.
Talent Dig is ready to use.
Xothra the sandworm hits Huey for 56 physical, 49 physical (104 total damage).
Melee retaliation hits Xothra the sandworm for 4 mind, 4 mind (8 total damage).
Huey tries to swallow Xothra the sandworm!
You collect a new ingredient: sandworm tooth (1).
Huey gains 1% of a turn from Ancestral Life.
Huey receives 33 healing from Xothra the sandworm.
Huey hits Xothra the sandworm for (27 parried), 131 physical, 8 light, 7 mind (147 total damage).
Huey hits Adebretta the sand-drake for 12 mind damage.
Huey killed Xothra the sandworm!
Huey is stunned with fear!
Adebretta the sand-drake breathes sand!
Adebretta the sand-drake hits Huey for 369 physical damage.
Talent Racing Wings is ready to use.
Huey uses Wing Buffet.
Adebretta the sand-drake resists the knockback!
Adebretta the sand-drake's armour is damaged!
Huey hits Adebretta the sand-drake for 64 physical, 7 light, 6 mind (77 total damage).
Adebretta the sand-drake uses Frenzy.
Adebretta the sand-drake performs a melee critical strike against Huey!
Huey has been overwhelmed.
Melee retaliation hits Adebretta the sand-drake for 3 mind, 3 mind, 3 mind, 3 mind (12 total damage).
Adebretta the sand-drake hits Huey for 154 physical, 81 physical, 81 physical, 89 physical (404 total damage).
Huey the level 23 dwarf wyrmic was smashed to death by Adebretta the sand-drake on level 1 of Sandworm lair.























































































