








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
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: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Roguelike |
Sex | Female |
Race | Yeek |
Class | Archmage |
Level / Exp | 35 / 89% |
Size | small |
Lifes / Deaths | Killed by Xegama the bee swarm at level 19 on the 75th Haze 122nd year of Ascendancy at 07:58 / 1 |
Primary Stats
Strength | 18 (base 14) |
Dexterity | 21 (base 10) |
Constitution | 59 (base 60) |
Magic | 79 (base 47) |
Willpower | 64 (base 32) |
Cunning | 34 (base 14) |
Resources
Life | 432/432 |
Mana | 330/330 |
Healing Factor | 1.3751133323993 |
Regeneration | 5.844231662697 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.20512205326% |
Spell | 0% |
Global | +115% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 11 |
See Stealth | 23.450736713061 |
See Invisible | 36.641035929004 |
Offense: Mainhand
Damage | 36 |
Accuracy | 26 |
Crit Chance | 13% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 33% |
Speed | 1 |
Cooldown Reduction | 26.666666666667 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Light | +12% |
Darkness | +10% |
Lightning | +79% |
Mind | +14% |
All | +2% |
Offense: Damage Penetration
Lightning | +90% |
Physical | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 24 (35.65183292883%) |
Defense | 67 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 36 |
Mental Save | 37 |
Defense: Resistances
Blight | + 32%( 70%) |
Arcane | + 37%( 70%) |
Mind | + 30%( 70%) |
All | + 23%( 70%) |
Lightning | + 70%( 70%) |
Light | + 42%( 70%) |
Temporal | + 30%( 70%) |
Fire | + 40%( 70%) |
Darkness | + 30%( 70%) |
Defense: Immunities
Silence Resistance | 55% |
Disarm Resistance | 36% |
Knockback Resistance | 40% |
Confusion Resistance | 90% |
Stun Resistance | 85% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 51% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 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 4 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 739% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (221 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 273 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Meta | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Keen Senses |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Disruption Shield |
talent | Shielding |
talent | Arcane Power |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +2 Wil dps ---------- Phys.crit +1.0% Melee Ret 2 physical ----- def ----- Armour +13 Defense +15 (+4 eff.) Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+5 eff.) Dmg.mod +8% darkness +10% light Res.pen +5% physical Acc +10 (+5 eff.) Apr +3 Melee Ret 16 fire ----- def ----- Armour +2 Resists +7% fire +9% light +9% darkness Affinity +5% darkness +5% light Phys.save +6 (+3 eff.) ---------- misc Light +6 Infravis +4 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 187.82 light damage. At talent level 3 you gain 32% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +2.20 Mana/ret +1.50 Max.mana +61.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +7 (+4 eff.) ----- def ----- Blind- +25% ---------- misc Infravis +4 See.Stealth +15 See.Invis +7 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Defense +15 (+4 eff.) Resists +9% mind Die.at -20.00 life Max.HP +37.00 HP.reg +4.00 Heal.mod +5% Disease- +20% Disarm- +36% Pinning- +36% Knockbk- +40% Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. This item has been sent to the Item's Vault. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil +1 Cun +4 Con dps ---------- Spell.crit +15% Crit.mult +14.00% Spell.pwr +21 (+5 eff.) Mind.pwr +10 (+3 eff.) S.pwr/crit +7 Dmg.mod +12% mind +25% lightning ---------- misc Max.mana +66.00 Max.psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +12% blight +15% fire +16% light +9% temporal Spell.save +3 (+2 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +6 Dex +7 Wil ----- def ----- Blind- +26% ---------- misc Infravis +3 Sight +2 See.Invis +10 Amulets make your neck look great! |
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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +2 Resists +6% temporal +13% mind +9% cold Mind.save +3 (+1 eff.) Confus- +24% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Dex +5 Wil dps ---------- Melee+ 7 light 7 darkness Dmg.mod +9% light +9% darkness On Melee Ret: * 5% chance to reduce damage dealt by 23% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +6 Con dps ---------- S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +25% cold ----- def ----- Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +10 (+2 eff.) Resists +21% lightning +22% fire Phys.save +9 (+4 eff.) Heal.mod +15% ---------- misc See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Spell.pwr +20 (+5 eff.) ----- def ----- Defense +26 (+6 eff.) Spell.save +12 (+5 eff.) Die.at -40.00 life ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+1 eff.) Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +15% lightning +18% mind Res.pen +10% mind ----- def ----- Blind- +28% ---------- misc Infravis +4 See.Stealth +13 See.Invis +11 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +3 Mag +7 Wil +6 Cun ----- def ----- Resists +12% cold Crit.chn- 5.00% HP.reg +4.00 Stun/Frz- +28% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Acc +9 (+5 eff.) Apr +10 ----- def ----- Defense +9 (+2 eff.) Resists +6% blight +1% physical +3% temporal Phys.save +9 (+4 eff.) Max.HP +80.00 Cut- +20% Pinning- +20% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+1 eff.) Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +7 (+4 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Spell.save +12 (+5 eff.) ---------- misc Max.stam +11.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +6 Cun dps ---------- Melee+ 10 light Ranged+ 18 light Dmg.mod +11% light Acc +7 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +7 (+3 eff.) Confus- +25% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +5% all Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +17 (+8 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% all ----- def ----- Resists +10% acid +15% fire +18% lightning +16% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Cun +2 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +14% lightning ----- def ----- Resists +28% lightning Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +9 (+5 eff.) ----- def ----- Max.HP +27.00 Disarm- +44% Pinning- +36% Knockbk- +34% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +9% mind Res.pen +5% lightning On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +26% lightning +6% temporal +12% mind +3% nature +5% arcane Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+4 eff.) S.pwr/crit +5 Dmg.mod +20% blight ----- def ----- Armour +4 Hardiness +4% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 34.01 to 40.81 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil +7 Cun dps ---------- Spell.crit +3% Crit.mult +30.00% Spell.pwr +39 (+10 eff.) Melee+ 24 fire Dmg.mod +20% temporal Res.pen +20% arcane Melee Ret 8 mind ---------- misc Mana/turn +0.40 Equi/ret +0.16 Max.mana +70.00 See.Invis +11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 light On Hit.r1 +4 light On Crit.r2 +8 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 109 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +27.0% Crit.mult +42.00% Apr +14 Melee Ret 10 light On Hit (Melee): * 10% chance to reduce armor by 40% Massive two-handed battleaxes. |
![]() 3.0 T1 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 temporal +7 cold While equipped: ----- def ----- Resists +7% temporal Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +16 arcane On Hit.r1 +4 arcane On Hit: * Create an explosion dealing 109 fire damage (1/turn) On Crit: * Splash the target with acid dealing 181 damage over 5 turns and reducing armor and accuracy by 23 While equipped: dps ---------- Dmg.mod +3% arcane +13% fire Res.pen +5% fire Melee Ret 4 acid ----- def ----- Resists +9% acid One-handed war axes. |
![]() 9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +16% lightning +12% light +11% darkness A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 13 acid 13 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +10 Defense +12 (+3 eff.) Fatigue +8% Resists +27% acid +14% fire +8% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor Reqs Str 20 [Rare] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Dmg.mod +15% mind +3% cold Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +16 Defense +27 (+7 eff.) Fatigue +8% Resists +15% cold A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Resists +6% mind Mind.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +3% temporal Crit.chn- 15.00% Die.at -40.00 life Max.HP +31.00 Blind- +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Armour +12 Resists +4% physical Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Infravis +3 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Defense +5 (+1 eff.) Resists +15% lightning +9% temporal Mind.save +9 (+4 eff.) Heal.mod +10% Silence- +20% Pinning- +10% Teleport- +20% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Dmg.mod +30% mind Res.pen +20% mind ----- def ----- Max.HP +66.00 ---------- misc Max.psi +50.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +21% cold Crit.chn- 5.00% Die.at -20.00 life HP.reg +4.00 Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Defense +27 (+7 eff.) Phys.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Stam/turn +3.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% mind +15% cold Res.pen +5% darkness +20% mind ----- def ----- Armour +6 Defense +13 (+3 eff.) Resists +6% darkness Phys.save +19 (+9 eff.) Spell.save +15 (+6 eff.) Mind.save +16 (+6 eff.) ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +9% fire Res.pen +25% fire Acc +27 (+14 eff.) Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Resists +12% mind +6% darkness Max.HP +99.00 ---------- misc Max.stam +29.00 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] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% lightning Melee Ret 4 lightning ----- def ----- Armour +1 Resists +6% lightning +6% temporal +9% acid ---------- misc Light +3 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning +6% darkness +6% blight Res.pen +25% lightning Melee Ret 8 darkness ----- def ----- Armour +1 Fatigue +1% Resists +18% lightning 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +3.0% Spell.crit +7% ----- def ----- Armour +3 Fatigue +3% Resists +6% light Phys.save +12 (+6 eff.) Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +2.00 A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +5 Str +2 Dex +6 Mag +4 Wil +8 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +5 Fatigue +5% Resists +6% nature Crit.chn- 10.00% Mind.save +14 (+5 eff.) ---------- misc Light +2 See.Invis +12 A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +2 Mag +3 Wil +3 Con dps ---------- Dmg.mod +15% cold Res.pen +20% cold ----- def ----- Armour +5 Fatigue +5% Resists +9% darkness +17% cold ---------- misc Infravis +2 See.Invis +9 Breathe water A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +11% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light Res.pen +15% lightning +10% light ----- def ----- Armour +4 Fatigue +4% Resists +18% lightning ---------- misc Stam/ret +1.40 Equi/ret +0.80 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +5% arcane Die.at -80.00 life Heal.mod +5% Pinning- +10% Teleport- +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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.(121 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +5% physical Melee Ret 2 physical ----- def ----- Resists +1% physical Mind.save +6 (+3 eff.) ---------- misc Max.hate +6.00 Max.psi +30.00 Light +3 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+3 eff.) ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +14.00% Phys.pwr +8 (+4 eff.) Dmg.mod +15% light +15% cold Res.pen +25% light Apr +6 Melee Ret 8 light 4 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +4 Cun +3 Str dps ---------- Dmg.mod +21% light Res.pen +10% mind Acc +7 (+4 eff.) Melee Ret 4 light ----- def ----- Resists +15% mind ---------- misc Light +2 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 197.54 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 T3 torque charm [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +18% mind Res.pen +25% arcane ----- def ----- Resists +5% arcane Mind.save +15 (+6 eff.) Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: ----- def ----- Armour +10 Spell.save +6 (+3 eff.) Mind.save +15 (+6 eff.) Poison- +20% Disease- +20% Knockbk- +20% Teleport- +20% Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% fire ----- def ----- Defense +25 (+6 eff.) Heal.mod +20% Pinning- +20% Stun/Frz- +20% Knockbk- +20% Summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1138 Base Damage: 458 Armor: 50 All Resist: 25 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +4 Resists +3% nature Max.HP +100.00 Heal.mod +15% Disease- +20% Teleport- +20% Create a shield absorbing up to 327 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% darkness +15% mind Res.pen +10% mind +25% light +10% darkness ---------- misc Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 69 lightning damage and will be dazed for 1 turn (347 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% lightning +6% fire +12% nature Crit.chn- 15.00% Poison- +20% Disease- +10% Reveal the area around you, dispelling darkness (radius 10, power 77 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 arcane +3 cold +4 nature +4 fire Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 114 lightning damage and will be dazed for 1 turn (572 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Mindslayer Finder the Yeek Archmage level 32
54th Pyre 123rd year of Ascendancy at 05:52 see stats
By Mindslayer Finder the Yeek Archmage level 24
10th Regrowth 123rd year of Ascendancy at 12:46 see stats
By Mindslayer Finder the Yeek Archmage level 31
23rd Pyre 123rd year of Ascendancy at 21:46 see stats
By Mindslayer Finder the Yeek Archmage level 25
16th Regrowth 123rd year of Ascendancy at 14:22 see stats
By Mindslayer Finder the Yeek Archmage level 21
1st Decay 122nd year of Ascendancy at 13:36 see stats
By Mindslayer Finder the Yeek Archmage level 34
3rd Flare 123rd year of Ascendancy at 07:42 see stats
By Mindslayer Finder the Yeek Archmage level 35
27th Dusk 123rd year of Ascendancy at 02:36 see stats
By Mindslayer Finder the Yeek Archmage level 31
1st Time of Balance 123rd year of Ascendancy at 11:32 see stats
By Mindslayer Finder the Yeek Archmage level 10
10th Haze 122nd year of Ascendancy at 15:13 see stats
By Mindslayer Finder the Yeek Archmage level 20
77th Haze 122nd year of Ascendancy at 10:37 see stats
By Mindslayer Finder the Yeek Archmage level 30
45th Regrowth 123rd year of Ascendancy at 14:47 see stats
By Mindslayer Finder the Yeek Archmage level 33
61st Pyre 123rd year of Ascendancy at 09:34 see stats
By Mindslayer Finder the Yeek Archmage level 29
29th Regrowth 123rd year of Ascendancy at 07:44 see stats
By Mindslayer Finder the Yeek Archmage level 22
4th Decay 122nd year of Ascendancy at 05:38 see stats
By Mindslayer Finder the Yeek Archmage level 19
75th Haze 122nd year of Ascendancy at 23:47 see stats
By Mindslayer Finder the Yeek Archmage level 9
6th Flare 122nd year of Ascendancy at 00:56 see stats
By Mindslayer Finder the Yeek Archmage level 30
45th Regrowth 123rd year of Ascendancy at 21:05 see stats
By Mindslayer Finder the Yeek Archmage level 9
8th Flare 122nd year of Ascendancy at 23:51 see stats
By Mindslayer Finder the Yeek Archmage level 29
45th Regrowth 123rd year of Ascendancy at 08:13 see stats
By Mindslayer Finder the Yeek Archmage level 28
20th Regrowth 123rd year of Ascendancy at 07:06 see stats
By Mindslayer Finder the Yeek Archmage level 20
77th Haze 122nd year of Ascendancy at 19:40 see stats
By Mindslayer Finder the Yeek Archmage level 19
75th Haze 122nd year of Ascendancy at 07:58 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an item here: Robe of the Archmage (10 def, 10 armour)
Ran for 2 turns (stop reason: object seen).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an item here: Psionic Fury (12-13 power, 25 apr, mind damage)
There is an item here: Eye of Winter (8-9 power, 18 apr, cold damage)
Ran for 2 turns (stop reason: object seen).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an item here: Cloud Caller (0 def, 0 armour)
Ran for 2 turns (stop reason: object seen).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 23 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
There is an item here: Cloud Caller (0 def, 0 armour)
Ran for 17 turns (stop reason: object seen).
Saving game...
Saving done.
The furious lightning storm around Mindslayer Finder calms down and disappears.