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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Cornac |
Class | Writhing One |
Level / Exp | 19 / 40% |
Size | medium |
Lifes / Deaths | Killed by Islegavena the gigantic gravity worm at level 19 on the 67th Haze 122nd year of Ascendancy at 22:41 / 1 |
Primary Stats
Strength | 39 (base 32) |
Dexterity | 18 (base 10) |
Constitution | 42 (base 24) |
Magic | 51 (base 40) |
Willpower | 20 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -3/587 |
Insanity | 100/100 |
Healing Factor | 1.2264150943396 |
Regeneration | 0.3066037735849 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +75.63025210084% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 56 |
Accuracy | 44 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +29% |
Darkness | +27% |
Blight | +26% |
Mind | +23% |
Fire | +29% |
All | +18% |
Offense: Damage Penetration
Darkness | +5% |
Acid | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 19.211153966028 (74.117647058824%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 10 |
Physical Save | 26 |
Spell Save | 22 |
Mental Save | 12 |
Defense: Resistances
Lightning | + 28%( 70%) |
Cold | + 50%( 70%) |
Darkness | + 9%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 32%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Poison Resistance | 10% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
detrimental effect | Reduces global action speed by 32%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | 6 stacks, +18% to all damage dealt. Chaos Orbs |
detrimental effect | The target has been splashed with acid, taking 2.57 acid damage per turn, reducing armour by 7 and attack by 6. Acid Splash |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is poisoned and sick, doing 25.24 nature damage per turn. Each time it tries to use a talent there is 9% chance of failure. Crippling Poison |
beneficial effect | The target is recovering 24 life each turn. Recovery |
beneficial effect | Reduces all incoming fire, cold, light, arcane damage by 25. Thermal Psionic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 [Rare] Arcane While equipped: Stats +3 Wil +2 Mag ----- def ----- Armour +9 Fatigue +2% Resists +6% fire +21% cold Poison- +10% 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 | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +5% mind Res.pen +25% nature ---------- misc Light +2 See.Invis +6 Telepathy Dragon A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Mag +4 Con dps ---------- Dmg.mod +11% fire On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+1 eff.) Fatigue -4% Resists +16% fire A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+2 eff.) ----- def ----- Resists +22% lightning Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Melee+ 6 bleed Ranged+ 5 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ----- def ----- Phys.save +4 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag +2 Cun +4 Con dps ---------- Res.pen +10% acid ----- def ----- Fatigue -8% D.Red.from +15% Summoned A belt that goes around your waist. |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
On hands | ![]() 1.5 T3 hands armor [Ego+] Arcane While equipped: Stats +3 Wil +5 Mag dps ---------- Melee+ 6 arcane ----- def ----- Armour +2 Resists +5% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T1 massive armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +10% blight +16% cold Max.HP +30.00 A suit of armour made of metal plates. It was hardened by the digestive sack. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +9% darkness Res.pen +5% darkness ----- def ----- Defense +1 (+1 eff.) Resists +9% darkness +6% lightning 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +13% cold +10% fire Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 121 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 116 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.23 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 4 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 5 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% mind ----- def ----- Resists +19% mind Confus- +20% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% cold +6% temporal Pinning- +10% Knockbk- +10% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +22% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+6 eff.) Confus- +21% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 10% Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane/Psionic Power 13.5 - 17.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 light +6 darkness Against +9% Undead +7% Living Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +32% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +2 Dex Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Normal] Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +7% mind +6% darkness Acc +6 (+2 eff.) On Hit (Melee): * Slows global speed by 15% * 30% chance to blind ----- def ----- Defense +6 (+6 eff.) Resists +3% cold Disarm- +24% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 mind On Hit: * 11% chance to cause random gloom While equipped: Stats +1 Cun +2 Wil Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +9.00% Phys.pwr +6 (+2 eff.) Res.pen +6% physical Acc +7 (+2 eff.) Apr +7 ----- def ----- Resists +3% mind +3% physical Phys.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 9.0 - 9.9 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Crit.dmg- 10.00% Max.HP +28.00 HP.reg +0.90 ---------- misc See.Invis +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Power 8.5 - 9.4 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) 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. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: dps ---------- Dmg.mod +8% physical Res.pen +11% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +10 cold While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +10% cold Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to daze at end of turn While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +14.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light +18% lightning Melee Ret 8 mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 physical While equipped: dps ---------- Spell.crit +2% Mind.crit +3% Crit.mult +6.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane +12% mind On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+6 eff.) ---------- misc Psi/ret +0.20 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 90.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Wil +2 Mag dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% fire On Hit (Melee): * 5% chance to disease ---------- misc Vim/s.crit +1.00 Max.mana +21.00 Max.vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% temporal On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.25 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.18 cold damage and 13.18 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +21% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 temporal While equipped: dps ---------- Acc +8 (+2 eff.) Melee Ret 7 temporal ----- def ----- Defense +5 (+5 eff.) Resists +7% temporal Disarm- +20% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Fatigue -5% Resists +3% temporal +6% cold Blind- +10% Confus- +20% Pinning- +25% ---------- misc Max.enc +28 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% light +12% fire Res.pen +10% light Melee Ret 16 fire ----- def ----- Resists +6% light Mind.save +8 (+8 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +14% lightning +14% temporal +12% darkness Spell.save +30 (+15 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Mind.pwr +4 (+2 eff.) Melee Ret 8 physical ----- def ----- Defense +9 (+9 eff.) Rng.Def +9 (+9 eff.) Phys.save +37 (+17 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +7% acid +3% physical +7% lightning +6% fire +7% cold +5% arcane +9% temporal Die.at -60.00 life Disease- +5% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +3% mind Res.pen +15% acid ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Max.psi +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Crit.mult +10.00% Spell.pwr +2 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% blight ----- def ----- Phys.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +11 Defense +1 (+1 eff.) Resists +6% fire +5% arcane +12% cold Pinning- +15% 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] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Defense +2 (+2 eff.) Resists +13% blight +6% fire +12% nature +9% temporal Phys.save +15 (+7 eff.) Die.at -60.00 life HP.reg +1.30 Heal.mod +17% Knockbk- +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 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +3% physical Res.pen +10% physical Acc +4 (+1 eff.) ----- def ----- Defense +2 (+2 eff.) Resists +5% arcane Silence- +20% Confus- +20% ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Dex +1 Mag ----- def ----- Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +1 See.Invis +9 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 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness Mind.save +16 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Mind.save +16 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +9% light On Hit (Melee): * Slows global speed by 15% * 30% chance to blind ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +8% temporal +3% light ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Crit.mult +15.00% Res.pen +25% mind ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+3 eff.) Mind.save +9 (+8 eff.) ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Str +2 Mag +4 Cun dps ---------- Spell.pwr +4 (+1 eff.) Res.pen +10% acid ----- def ----- Armour +3 Fatigue +2% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 36.38 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Mag dps ---------- Phys.pwr +7 (+3 eff.) S.pwr/crit +2 Dmg.mod +6% blight +3% arcane ----- def ----- Armour +1 ---------- misc Max.mana +80.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +6% acid ----- def ----- Armour +2 HP.reg +1.60 ---------- misc Stam/turn +0.90 Max.stam +17.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness On Hit (Melee): * Slows global speed by 30% * 15% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +4% Resists +10% fire +15% darkness +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +8 Lck dps ---------- Phys.crit +6.0% Spell.crit +2% Mind.crit +4% ----- def ----- Armour +6 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +4% Resists +4% physical +6% cold Disarm- +15% Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 89.6 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun +9 Str ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 10.00% ---------- misc Light +3 A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% light +3% acid On Hit (Melee): * 15% chance to corrode armour by 30% * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Str +4 Mag dps ---------- Dmg.mod +11% light +6% nature Res.pen +5% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +8% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +1 Con dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% light Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +1% Die.at -20.00 life A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +7 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 Infravis +3 A cap made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +7% Dmg.mod +15% fire Res.pen +10% fire ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +21% cold A suit of armour made of leather. |
![]() 7.0 T2 shield armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Resists +10% light +11% darkness ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Disrupt Power 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 23 Ranged+ +12 nature On Hit.r1 +8 darkness On Crit.r2 +8 darkness On Hit: * 40% chance to inflict 15% damage reduction * 25% chance to remove a magical effect Arrows are used with bows to pierce your foes to death. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +2 Defense +9 (+9 eff.) Rng.Def +9 (+9 eff.) Resists +3% fire Mind.save +6 (+6 eff.) Knockbk- +10% Teleport- +5% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Armour +6 Resists +11% nature +5% arcane Spell.save +9 (+4 eff.) Blind- +5% Poison- +15% Stun/Frz- +5% Knockbk- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% nature +9% cold +9% light +15% temporal Spell.save +10 (+5 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% physical Acc +2 (+0 eff.) Apr +4 ----- def ----- Mind.save +6 (+6 eff.) Stun/Frz- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 See.Stealth +8 See.Invis +8 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] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +2 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Rare] Nature Power 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +11.0% Capacity 15 Proj.spd +400% Ranged+ +20 nature On Hit: * 10% chance to create an air burst While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane/Nature Power 37.0 - 44.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Ranged+ +9 nature +8 temporal On Hit.r1 +12 fire Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% mind Res.pen +10% fire ----- def ----- Resists +12% mind +6% fire Creates a wall of flames lasting 4 turns (dealing 213 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Durka The Whipping One the Cornac Writhing One level 10
4th Mirth 122nd year of Ascendancy at 11:56 see stats
By Durka The Whipping One the Cornac Writhing One level 18
47th Haze 122nd year of Ascendancy at 01:01 see stats
By Durka The Whipping One the Cornac Writhing One level 10
5th Mirth 122nd year of Ascendancy at 08:39 see stats
By Durka The Whipping One the Cornac Writhing One level 17
9th Haze 122nd year of Ascendancy at 21:08 see stats
By Durka The Whipping One the Cornac Writhing One level 16
5th Haze 122nd year of Ascendancy at 00:32 see stats
Log
Durka The Whipping One slows down.
Emeluna the yellow jelly's Slime Spit hits Durka The Whipping One for 50 lightning, 57 nature (106 total damage).
Durka The Whipping One has finished digesting.
The victim in your stomach finally dies from the painful agony.
Something hits Durka The Whipping One for 10 physical, 14 mind (24 total damage).
Islegavena the gigantic gravity worm's Shoot hits Durka The Whipping One for 44 physical damage.
Durka The Whipping One receives 30 healing.
Crippling Poison from Emeluna the yellow jelly hits Durka The Whipping One for 5 lightning, 6 nature (11 total damage).
Durka The Whipping One feels pain again.
Durka The Whipping One is not stunned anymore.
Talent Teleport: Kroshkkur is ready to use.
Talent Carrion Feet is ready to use.
Durka The Whipping One receives 30 healing.
Crippling Poison from Emeluna the yellow jelly hits Durka The Whipping One for 5 lightning, 6 nature (11 total damage).
Durka The Whipping One casts Carrion Feet.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Durka The Whipping One receives 30 healing.
Crippling Poison from Emeluna the yellow jelly hits Durka The Whipping One for 6 lightning, 7 nature (14 total damage).
Gigantic corrosive tunneler starts to bleed.
Durka The Whipping One is covered in acid!
You collect a new ingredient: sandworm tooth (1).
Durka The Whipping One steals life from Gigantic corrosive tunneler!
Durka The Whipping One hits Gigantic corrosive tunneler for 19 blight, 72 physical, 6 arcane, 1 physical, 69 darkness (167 total damage).
Durka The Whipping One killed Gigantic corrosive tunneler!
Saving game...