









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 32 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 25 on the 67th Dusk 122nd year of Ascendancy at 09:09 0 / 7Killed by Aeranor the elven warrior at level 25 on the 68th Dusk 122nd year of Ascendancy at 13:05 Killed by Grand Corruptor at level 26 on the 4th Haze 122nd year of Ascendancy at 14:02 Killed by The Master at level 30 on the 11st Haze 122nd year of Ascendancy at 20:11 Killed by Ivodawe the corrupted protoplasmic controller at level 31 on the 16th Haze 122nd year of Ascendancy at 14:25 Killed by Aerolle the sandworm at level 32 on the 32nd Haze 122nd year of Ascendancy at 18:59 Killed by stone golem at level 32 on the 33rd Haze 122nd year of Ascendancy at 06:07 |
Primary Stats
| Strength | 46 (base 21) |
| Dexterity | 66 (base 45) |
| Constitution | 72 (base 31) |
| Magic | 18 (base 10) |
| Willpower | 34 (base 11) |
| Cunning | 65 (base 50) |
Resources
| Life | -127/935 |
| Stamina | 9/253 |
| Equilibrium | 0 |
| Healing Factor | 1.3862906294958 |
| Regeneration | 6.3201950632371 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
Offense: Barehand
| Damage | 99 |
| Accuracy | 60 |
| Crit Chance | 36% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Light | +9% |
| Physical | +10% |
| Nature | +25% |
| Arcane | +3% |
| Lightning | +29% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Mind | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 18 (69.687909656376%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 42 |
| Mental Save | 37 |
Defense: Resistances
| Darkness | + 70%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 21%( 70%) |
| Nature | + 37%( 70%) |
| Physical | + 21%( 70%) |
| Lightning | + 54%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Disarm Resistance | 36% |
| Poison Resistance | 40% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 294 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Grappling | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
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 Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Pashu the dĂșathedlen. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 231. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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! | 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 | stealthy pair of hardened leather boots of force (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master/Psionic While equipped: Stats +10 Lck +5 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +3 Stealth +5 A pair of boots made of leather. |
| On hands | alchemist's voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil +3 Con dps ---------- Melee+ 6 acid 6 fire 6 cold 6 lightning ----- def ----- Armour +3 Fatigue +5% Phys.save +18 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +36% Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +11 ice +4 physical +14 fire +13 acid +13 lightning On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | ash totem of stinging 'Nightquencher' [power 188] (2/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +5% temporal Melee Ret 4 arcane 6 darkness ----- def ----- Resists +9% darkness Sting an enemy dealing 235 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Cinderworth the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +11% nature Acc +8 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +3% temporal +22% nature +9% darkness Rings make your fingers look great! |
| On fingers | rogue's stralite ring of misery0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +9 Cun dps ---------- Melee+ 17 physical Ranged+ 17 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 15% chance to reduce all saves and defense by 24 ----- def ----- Defense +8 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| Main armor | Blackstone the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +29% lightning +23% darkness +14% nature Res.pen +5% darkness +10% mind On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +43% lightning +39% darkness +15% all Poison- +40% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +9% darkness Affinity +5% light ---------- misc Light +6 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 74.35 light damage. At talent level 3 you gain 14% 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. |
| Cloak | Yarydradir (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +5 Wil +3 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +2% physical Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Stam/turn +0.60 Max.hate +4.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +3 Cun +7 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +16 Mana/turn +0.16 Max.mana +38.00 Infravis +4 A belt that goes around your waist. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 154; dur 3; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 154 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 2; blocks 5; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 2 up to 5 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Geyabeth0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +24% physical Res.pen +25% arcane Apr +2 ----- def ----- Defense +20 (+5 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 186 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
enraging voratun amulet of mastery (0.27 Technique / Pugilism)0.1 T5 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical ---------- misc Masteries +0.27 Technique/Pugilism Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.38 cold and 13.62 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
stralite ring of speed0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +10% Acc +13 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
warrior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Str dps ---------- Melee+ 9 physical Ranged+ 5 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 11% chance to reduce all saves and defense by 24 ----- def ----- Armour +8 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 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 make your fingers look great! |
elemental dwarven-steel battleaxe of daylight (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 light Against +19% Undead On Hit: * Create an explosion dealing 34 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +16% lightning Res.pen +19% lightning Massive two-handed battleaxes. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
enhanced stralite greatsword of rage (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 50.0 - 80.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +15 Str +9 Dex +10 Mag +10 Wil +7 Cun +10 Con dps ---------- Dmg.mod +13% physical Acc +13 (+3 eff.) Massive two-handed swords. |
mighty ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +15 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +18% lightning Longbows are used to shoot arrows at your foes. |
arcing dwarven-steel mace of massacre (37-52 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage Blunt and deadly. |
creative thorny mindstar of balance (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +13.00% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +6 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
swiftstrike hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +4 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
arcing deep-steel trident (27-43 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel waraxe (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
monstrous hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +8 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +7 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% darkness +12% mind +11% all Phys.save +10 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +29 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +23% Stun/Frz- +22% Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 131.16 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
heroic drakeskin leather gloves of the juggernaut (0 def, 8 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Phys.save +23 (+8 eff.) Spell.save +6 (+2 eff.) Mind.save +14 (+5 eff.) Max.HP +56.00 Disarm- +25% Unarmed combat: Power 30.5 - 33.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +5.0% Atk.spd 125% Melee+ +14 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 7 arcane Dmg.mod +6% arcane ----- def ----- Armour +6 Fatigue +3% Resists +5% arcane Mind.save +6 (+3 eff.) Max.HP +46.00 Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 arcane On Hit: 10% Manathrust 3 On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 8 light Dmg.mod +5% light +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% light Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +11 arcane On Crit.r2 +7 arcane On Hit: 20% Searing Light 3 Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets of sorrow (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Mind.pwr +7 (+3 eff.) Melee+ 16 mind 25 darkness Dmg.mod +10% blight On Hit (Melee): * 19% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +5% Mind.save -13 (-7 eff.) ---------- misc Mana/turn +0.22 Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +13 arcane On Hit: 10% Reproach 5 On Hit: 10% Elemental Bolt 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. It was corrupted by the digestive sack. |
hardened leather cap 'Plaguezeal' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Str +5 Dex +9 Cun +5 Con dps ---------- Dmg.mod +3% nature ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +6% darkness +12% lightning Crit.dmg- 15.00% Spell.save +12 (+4 eff.) ---------- misc Infravis +2 A cap made of leather. |
hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% cold ---------- misc Breathe water A cap made of leather. |
miner's hardened leather cap of trickery (0 def, 6 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
fortifying stralite mail armour of the deep (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +8% cold Max.HP +70.00 ---------- misc Breathe water A suit of armour made of mail. |
searing dwarven-steel mail armour of temporal resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 15 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% acid +11% fire +18% temporal A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
drakeskin leather armour 'Eilinulaith' (40 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Dmg.mod +6% mind ----- def ----- Armour +8 Defense +40 (+10 eff.) Fatigue +8% Resists +25% acid Phys.save +3 (+1 eff.) Cut- +20% Disarm- +20% A suit of armour made of leather. |
Quiver of the Sun (20/25, 34-48 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
56 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Camorin the Blasthunt (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +6 Fatigue -5% Resists +3% acid +3% blight Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mayerath the Frozenmire (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% temporal +3% mind +3% cold Res.pen +20% mind Apr +8 Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 36/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"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? |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beunarihad1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +18% mind ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane +6% mind Mind.save +24 (+9 eff.) Heal.mod +10% Disease- +20% Stun/Frz- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cinderking2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Melee Ret 2 blight ----- def ----- Resists +3% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby0.0 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. |
Rod of Annulment (1/1)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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Dairykath the iron torque of psionic shield [power 27] (2/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +9% blight +3% temporal +5% arcane +9% cold Spell.save +6 (+2 eff.) Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Veluvea [power 49] (2/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +24% mind Apr +4 ----- def ----- Mind.save +6 (+3 eff.) Die.at -80.00 life Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown 100% to heal for 45. Torques are made by powerful psionics to store psionic powers. |
innervating stralite torque of mindblast [power 285] (2/15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 285 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of healing [power 188] (2/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Flashimmortal' [power 206] (2/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Spell.pwr +30 (+15 eff.) Melee Ret 6 arcane ----- def ----- Resists +15% fire Spell.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 258 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Mr Fister the Cornac Brawler level 31
14th Haze 122nd year of Ascendancy at 13:04 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Mr Fister the Cornac Brawler level 31
12nd Haze 122nd year of Ascendancy at 09:27 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Mr Fister the Cornac Brawler level 21
28th Dusk 122nd year of Ascendancy at 23:53 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Mr Fister the Cornac Brawler level 20
17th Dusk 122nd year of Ascendancy at 01:04 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mr Fister the Cornac Brawler level 24
55th Dusk 122nd year of Ascendancy at 07:49 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mr Fister the Cornac Brawler level 21
17th Dusk 122nd year of Ascendancy at 20:27 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Mr Fister the Cornac Brawler level 32
17th Haze 122nd year of Ascendancy at 13:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Mr Fister the Cornac Brawler level 10
4th Mirth 122nd year of Ascendancy at 23:09 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Mr Fister the Cornac Brawler level 20
11st Dusk 122nd year of Ascendancy at 23:56 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Mr Fister the Cornac Brawler level 30
11st Haze 122nd year of Ascendancy at 12:37 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mr Fister the Cornac Brawler level 24
49th Dusk 122nd year of Ascendancy at 05:06 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Mr Fister the Cornac Brawler level 30
11st Haze 122nd year of Ascendancy at 23:57 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Mr Fister the Cornac Brawler level 26
5th Haze 122nd year of Ascendancy at 23:46 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Mr Fister the Cornac Brawler level 6
77th Pyre 122nd year of Ascendancy at 16:34 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Mr Fister the Cornac Brawler level 15
6th Flare 122nd year of Ascendancy at 14:34 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Mr Fister the Cornac Brawler level 24
54th Dusk 122nd year of Ascendancy at 13:22 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Mr Fister the Cornac Brawler level 17
8th Flare 122nd year of Ascendancy at 17:15 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mr Fister the Cornac Brawler level 30
11st Haze 122nd year of Ascendancy at 23:44 see stats
Log
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Talent Butterfly Kick is ready to use.
Minotaur uses Stunning Blow.
Minotaur misses Mr Fister.
Nerakira the black bear uses Second Wind.
Nerakira the black bear uses Nature's Touch.
Nerakira the black bear's mind surges with critical power!
Nerakira the black bear receives 850 healing.
Stone golem hits Mr Fister for (25 flat reduction), 110 physical (110 total damage).
Melee retaliation hits Stone golem for 6 darkness, 4 arcane (10 total damage).
Nerakira the black bear regains their energy.
Minotaur misses Mr Fister.
Mr Fister performs a melee critical strike against Minotaur!
Mr Fister performs a melee critical strike against Minotaur!
Minotaur is weakened by the darkness!
Minotaur's is vulnerable to attacks and effects!
Mr Fister throws Minotaur to the ground!
Mr Fister hits Minotaur for 159 physical, 112 physical, 5 cold, 3 physical, 14 lightning, 12 fire, 11 acid, 7 lightning, 5 fire, 5 acid, 14 physical, 3 cold, 5 cold, 4 physical, 14 lightning, 12 fire, 11 acid, 7 lightning, 5 fire, 5 acid, 15 physical, 3 cold (432 total damage).
Talent Set Up is ready to use.
Mr Fister throws a finishing uppercut.
Mr Fister lashes out with a flurry of fists.
Mr Fister lashes out with a spinning backhand.
Mr Fister misses Stone golem.
Mr Fister misses Stone golem.
Melee retaliation hits Stone golem for 7 darkness, 4 arcane (12 total damage).
Stone golem hits Mr Fister for (25 flat reduction), 101 physical (101 total damage).
Mr Fister the level 32 cornac brawler was pierced to death by a stone golem on level 1 of Ruined Dungeon.























































































































