Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Talent Point Planner 1.7.0The 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 1.7.4Official 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 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Doomed |
Level / Exp | 37 / 34% |
Size | huge |
Lifes / Deaths | Killed by Isothra the corrupted protosentient globula at level 37 on the 37th Pyre 123rd year of Ascendancy at 06:48 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 15) |
Dexterity | 11 (base 10) |
Constitution | 31 (base 28) |
Magic | 8 (base 10) |
Willpower | 89 (base 60) |
Cunning | 90 (base 60) |
Resources
Life | -1410/1119 |
Hate | 107/107 |
Equilibrium | 74 |
Psi | 179/179 |
Healing Factor | 1.4858714593978 |
Regeneration | 9.2866966212365 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 75 |
Accuracy | 47 |
Crit Chance | 31% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 74 |
Accuracy | 47 |
Crit Chance | 28% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +31% |
All | 0% |
Physical | +5% |
Mind | +65% |
Nature | +25% |
Offense: Damage Penetration
Darkness | +9% |
All | 0% |
Physical | +18% |
Mind | +74% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 23 (48.304188961773%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 38 |
Mental Save | 52 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 14%( 70%) |
All | + 9%( 70%) |
Physical | + 20%( 70%) |
Lightning | + 12%( 70%) |
Light | + 9%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 9%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 38% |
Bleed Resistance | 40% |
Confusion Resistance | 68% |
Fear Resistance | 45% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 67% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 399 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 881% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -655 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1310 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Cyriraba the giant carpenter ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 610. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed wretchling eyeball. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eremikalthokalthorig (Madness) (0 def, 7 armour) Eremikalthokalthorig (Madness) (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Mov.spd +10% Res.pen +20% mind +8% physical ----- def ----- Armour +7 Fatigue -3% Resists +3% lightning +6% cold Mind.save +9 (+3 eff.) Max.HP +30.00 ---------- misc Stam/turn +0.50 Infravis +2 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Daimadralach the cashmere wizard hat (Madness) (2 def, 0 armour) Daimadralach the cashmere wizard hat (Madness) (2 def, 0 armour)2.0 T3 head armor [Random Unique] Psionic While equipped: Stats +8 Cun +9 Wil dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +13% mind ----- def ----- Defense +2 (+1 eff.) Resists +13% mind +3% temporal Mind.save +18 (+6 eff.) ---------- misc Max.hate +2.00 Curse of Madness A pointy cloth hat, very wizardly... This object's appearance was changed to Crown of Command (Madness). |
On hands | Spellhunt Remnants (Nightmares) (6 def, 8 armour) Spellhunt Remnants (Nightmares) (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Nightmares Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 177.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | overpowered dwarven-steel torque of gale force [power 385] (26/19 cooldown) overpowered dwarven-steel torque of gale force [power 385] (26/19 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 404 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Dourbutcher the copper ring (Nightmares) Dourbutcher the copper ring (Nightmares)0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind +3% darkness ----- def ----- Resists +9% darkness Mind.save +6 (+2 eff.) Confus- +23% Curse of Nightmares Rings make your fingers look great! |
On fingers | Breneleg (Misfortune) Breneleg (Misfortune)0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Crit.mult +10.00% Mind.pwr +6 (+1 eff.) Res.pen +10% mind ----- def ----- Fatigue -4% Mind.save +3 (+1 eff.) Max.HP +26.00 Disarm- +20% Pinning- +21% Knockbk- +22% ---------- misc Max.enc +22 Curse of Misfortune Rings make your fingers look great! |
Around neck | Zubira the Pitchlore Zubira the Pitchlore0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +15 (+3 eff.) Dmg.mod +3% darkness Melee Ret 4 physical ----- def ----- Resists +3% darkness Phys.save +12 (+6 eff.) Heal.mod +16% Cut- +40% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 538 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | hateful living mindstar (Shrouds) (16-17 power, 40 apr, mind damage) hateful living mindstar (Shrouds) (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +13% mind +15% darkness Res.pen +9% mind +9% darkness ---------- misc Max.hate +5.00 Talents +1 Attune Mindstar Curse of Shrouds 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. |
Around waist | Harevon (Nightmares) Harevon (Nightmares)1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Crit.mult +20.00% Phys.pwr +6 (+2 eff.) Mind.pwr +10 (+2 eff.) ----- def ----- Spell.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Size +1 Curse of Nightmares A belt that goes around your waist. |
In off hand | Writhing Essence of Nightmares (Nightmares) (15-16 power, 20 apr, darkness damage) Writhing Essence of Nightmares (Nightmares) (15-16 power, 20 apr, darkness damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Darkness Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Curse of Nightmares Waking Nightmare: Level 4.2 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 54.61 darkness damage each turn for 8 turns, and has a 40% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
Cloak | cashmere cloak 'Gilidorin' (Misfortune) (2 def, 0 armour) cashmere cloak 'Gilidorin' (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Defense +2 (+1 eff.) Resists +13% blight +5% arcane +13% nature +6% acid HP.reg +3.00 Heal.mod +12% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (Madness) (12 def, 8 armour) Robe of Force (Madness) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Curse of Madness Send out a range 5 beam of kinetic energy, dealing 62.72 to 78.40 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. This object's appearance was changed to Invisible. |
Inventory
heroism infusion of the titan (die at -598; dur 7; cd 25) heroism infusion of the titan (die at -598; dur 7; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -598 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1196 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; mental, physical; dur 4; cd 10) wild infusion of the sneak (res 36%; mental, physical; dur 4; cd 10)0.1 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 cure yourself of one random mental and physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; magical, physical; dur 4; cd 11) wild infusion of the titan (res 23%; magical, physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
shatter afflictions rune (absorb 65; cd 13) shatter afflictions rune (absorb 65; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard 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. |
Vargh Redemption (Misfortune) =6 con= Vargh Redemption (Misfortune) =6 con=0.1 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 Curse of Misfortune Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.97 cold and 19.91 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. |
gladiator's gold ring of nature (+24%) (Corpses) =-6con-= gladiator's gold ring of nature (+24%) (Corpses) =-6con-=0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Curse of Corpses Rings make your fingers look great! |
steel greatsword 'Aeryth' (Madness) (39-62 power, 2 apr) steel greatsword 'Aeryth' (Madness) (39-62 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +4 Mag dps ---------- Crit.mult +10.00% Res.pen +25% mind ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Max.hate +10.00 Max.psi +30.00 Curse of Madness Massive two-handed swords. |
Glintmight the ash longbow (Corpses) Glintmight the ash longbow (Corpses)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 fire On Crit.r2 +16 light While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +6% light +20% fire Res.pen +10% light Phasing +30% ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.mana +100.00 Curse of Corpses Longbows are used to shoot arrows at your foes. |
Polylaith (Corpses) Polylaith (Corpses)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +5 Str +9 Mag dps ---------- Crit.mult +20.00% Phys.pwr +14 (+5 eff.) Acc +15 (+14 eff.) ----- def ----- Resists +2% physical ---------- misc Reload +4 Curse of Corpses Longbows are used to shoot arrows at your foes. |
steel longsword 'Gilyvon' (Nightmares) (16-22 power, 3 apr) steel longsword 'Gilyvon' (Nightmares) (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +11 nature +16 mind On Hit.r1 +20 arcane +20 temporal While equipped: dps ---------- Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Nightmares Sharp, long, and deadly. |
Daimirion the pulsing mindstar (Nightmares) (24-26 power, 32 apr, mind damage) Daimirion the pulsing mindstar (Nightmares) (24-26 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 23.5 - 25.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% nature ----- def ----- Resists +6% blight Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Die.at -60.00 life Disease- +16% ---------- misc Equi/ret +1.50 Max.psi +26.00 Talents +1 Attune Mindstar Curse of Nightmares 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. |
Kilnworm the thorny mindstar (Madness) (8-9 power, 24 apr, nature damage) Kilnworm the thorny mindstar (Madness) (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 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% On Hit.r1 +8 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Dmg.mod +6% fire +12% arcane +12% nature Res.pen +25% arcane Melee Ret 6 arcane ----- def ----- Resists +6% fire ---------- misc Talents +1 Attune Mindstar Curse of Madness 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. |
Urthigandur the Noonarc (Misfortune) (12-14 power, 32 apr, mind damage) =-6con-= Urthigandur the Noonarc (Misfortune) (12-14 power, 32 apr, mind damage) =-6con-=3.0 T4 mindstar 1H weapon [Rare] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 blight +12 light On Hit.r1 +20 darkness On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +6 Str +5 Dex +6 Mag +4 Wil +5 Cun +6 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 14 lightning Dmg.mod +16% lightning Res.pen +17% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +17% lightning +21% fire +9% light ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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. |
Phlegmzeal the ash vilestaff (Shrouds) (15-18 power, 3 apr, fire element) Phlegmzeal the ash vilestaff (Shrouds) (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +8 Str dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% nature +15% fire Acc +30 (+22 eff.) Apr +6 ----- def ----- Defense +9 (+5 eff.) ---------- misc Light +6 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Level 3.5 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 8 that illuminates the area and deals 52.14 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Singequake the ash vilestaff (Madness) (15-18 power, 3 apr, acid element) Singequake the ash vilestaff (Madness) (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +2% Spell.pwr +12 (+6 eff.) Dmg.mod +15% acid ----- def ----- Armour +4 Resists +6% lightning +12% light +9% blight +9% fire +5% arcane HP.reg +1.10 Heal.mod +17% Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Ravenonslaught' (Corpses) (22-31 power, 5 apr) steel waraxe 'Ravenonslaught' (Corpses) (22-31 power, 5 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +30 (+22 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +6% darkness +2% physical ---------- misc Stam/turn +3.00 Curse of Corpses One-handed war axes. |
monstrous hardened leather belt of burglary (Misfortune) =-3con-= monstrous hardened leather belt of burglary (Misfortune) =-3con-=1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Cun +3 Con +7 Lck dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Phys.save +7 (+4 eff.) Stealth +6 ---------- misc T.Disarm +8 Infravis +4 Size +1 Curse of Misfortune A belt that goes around your waist. |
cashmere cloak 'Unresathad' (Madness) (2 def, 0 armour) =-3con-= cashmere cloak 'Unresathad' (Madness) (2 def, 0 armour) =-3con-=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +6% mind Phys.save +9 (+5 eff.) Die.at -80.00 life Max.HP +54.00 Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +10.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (Misfortune) (10 def, 5 armour) Yeek-fur Robe (Misfortune) (10 def, 5 armour)2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+5 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+4 eff.) Confus- +35% ---------- misc Telepathy Humanoid Curse of Misfortune A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
silk robe 'Salynn' (Corpses) (0 def, 0 armour) =-6con-= silk robe 'Salynn' (Corpses) (0 def, 0 armour) =-6con-=2.0 T4 cloth armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +23% lightning Res.pen +25% physical Apr +4 ----- def ----- Resists +43% lightning +9% mind +5% arcane +13% all Phys.save +6 (+3 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Heathunter' (Misfortune) (0 def, 10 armour) pair of dwarven-steel boots 'Heathunter' (Misfortune) (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +10 Fatigue -3% Resists +12% temporal +6% light +6% fire Max.HP +40.00 Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.50 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Vileclash' (Misfortune) (0 def, 4 armour) pair of dwarven-steel boots 'Vileclash' (Misfortune) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight +12% nature Res.pen +10% arcane +25% mind Melee Ret 10 nature ----- def ----- Armour +4 Fatigue +3% Resists +11% fire +12% mind +11% cold Spell.save +18 (+6 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elenyrekhad the Floequake (Corpses) (0 def, 3 armour) =-4con-= Elenyrekhad the Floequake (Corpses) (0 def, 3 armour) =-4con-=2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +10 Mag +3 Wil +4 Con dps ---------- Dmg.mod +6% cold Res.pen +20% cold ----- def ----- Armour +3 Fatigue +3% Resists +6% mind Mind.save +10 (+4 eff.) ---------- misc Light +1 Curse of Corpses A cap made of leather. |
Olubers the Ravenstun (Corpses) (29 def, 8 armour) Olubers the Ravenstun (Corpses) (29 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +9 Str +9 Dex dps ---------- Dmg.mod +12% acid +24% mind ----- def ----- Armour +8 Defense +29 (+13 eff.) Fatigue +8% Resists +6% lightning +15% darkness Phys.save +20 (+10 eff.) ---------- misc Max.psi +30.00 Curse of Corpses A suit of armour made of leather. |
Mirerage (Madness) (0 def, 12 armour) Mirerage (Madness) (0 def, 12 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +6% temporal Res.pen +25% nature +25% temporal ----- def ----- Armour +12 Fatigue +22% Resists +9% acid +9% cold +5% arcane +9% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Breathe water Curse of Madness A suit of armour made of metal plates. |
reinforced dwarven-steel shield of cold resistance (+23%) (Nightmares) (0 def, 7 armour, 102.5 block) reinforced dwarven-steel shield of cold resistance (+23%) (Nightmares) (0 def, 7 armour, 102.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +23% cold ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
17 agate 17 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1100 alchemist agate 1100 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 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. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
piercing alchemist's lamp of focus piercing alchemist's lamp of focus1.0 T3 lite [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% mind Res.pen +9% all Apr +10 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby 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 Recall (1/1) 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 Chest 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. |
Vorenor the Rimewither [power 57] (26/25 cooldown) Vorenor the Rimewither [power 57] (26/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Str dps ---------- Phys.crit +2.0% Phys.pwr +15 (+5 eff.) Melee Ret 4 cold ----- def ----- Resists +15% temporal Phys.save +15 (+8 eff.) Setup a psionic shield, reducing all damage taken by 57 for 5 turns Puts all charms on 25 cooldown 100% to heal for 58. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of psionic shield [power 121] (26/32 cooldown) overpowered dwarven-steel torque of psionic shield [power 121] (26/32 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 121 for 5 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Elidhema' [power 165] (26/15 cooldown) steel torque of gale force 'Elidhema' [power 165] (26/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Crit.mult +10.00% S.pwr/crit +10 Dmg.mod +12% physical Res.pen +25% physical ----- def ----- Spell.save +6 (+2 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 173 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 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. |
innervating elven-wood totem of stinging [power 344] (26/15 cooldown) innervating elven-wood totem of stinging [power 344] (26/15 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 430 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Heatrazor [power 265] (26/15 cooldown) Heatrazor [power 265] (26/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +25 (+5 eff.) Res.pen +10% mind ----- def ----- Resists +18% fire ---------- misc Hate/m.crit +4.00 Fire a magical bolt dealing 265 cold damage Puts all charms on 15 cooldown 100% to heal for 78. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Duum Majik the Krog Doomed level 31
35th Regrowth 123rd year of Ascendancy at 19:35 see stats
By Duum Majik the Krog Doomed level 31
24th Regrowth 123rd year of Ascendancy at 20:34 see stats
By Duum Majik the Krog Doomed level 22
1st Wintertide 123rd year of Ascendancy at 16:27 see stats
By Duum Majik the Krog Doomed level 35
48th Regrowth 123rd year of Ascendancy at 16:02 see stats
By Duum Majik the Krog Doomed level 21
7th Decay 122nd year of Ascendancy at 04:32 see stats
By Duum Majik the Krog Doomed level 27
7th Regrowth 123rd year of Ascendancy at 21:38 see stats
By Duum Majik the Krog Doomed level 10
2nd Flare 122nd year of Ascendancy at 20:54 see stats
By Duum Majik the Krog Doomed level 20
5th Decay 122nd year of Ascendancy at 05:15 see stats
By Duum Majik the Krog Doomed level 30
20th Regrowth 123rd year of Ascendancy at 17:23 see stats
By Duum Majik the Krog Doomed level 18
47th Dusk 122nd year of Ascendancy at 09:25 see stats
By Duum Majik the Krog Doomed level 26
6th Regrowth 123rd year of Ascendancy at 11:31 see stats
By Duum Majik the Krog Doomed level 24
10th Allure 123rd year of Ascendancy at 02:14 see stats
By Duum Majik the Krog Doomed level 37
37th Pyre 123rd year of Ascendancy at 06:46 see stats
By Duum Majik the Krog Doomed level 9
4th Mirth 122nd year of Ascendancy at 09:34 see stats
By Duum Majik the Krog Doomed level 23
3rd Allure 123rd year of Ascendancy at 21:52 see stats
By Duum Majik the Krog Doomed level 23
8th Allure 123rd year of Ascendancy at 14:29 see stats
By Duum Majik the Krog Doomed level 15
9th Dusk 122nd year of Ascendancy at 07:46 see stats
Log
Duum Majik's nightmare area effect hits Corrupted protosentient globula for 85 mind damage.
Duum Majik's nightmare area effect hits Guth the corrupted acidic digestor for 76 darkness damage.
Duum Majik's nightmare area effect hits Bloated ooze for 148 mind damage.
Duum Majik's nightmare area effect hits Ritch flamespitter for 142 darkness damage.
Duum Majik's nightmare area effect hits Corrupted dendritic hemospinner for 117 mind damage.
Duum Majik's nightmare area effect hits Zubaretira the corrupted protoplasmic controller for 78 mind damage.
Guth the corrupted acidic digestor's acid area effect hits Zubaretira the corrupted protoplasmic controller for 17 acid damage.
Guth the corrupted acidic digestor's acid area effect hits Terror for 34 acid damage.
Guth the corrupted acidic digestor's acid area effect hits Ritch flamespitter for 34 acid damage.
Guth the corrupted acidic digestor's acid area effect hits Terror for 41 acid damage.
Guth the corrupted acidic digestor's acid area effect hits Terror for 34 acid damage.
Guth the corrupted acidic digestor's acid area effect hits Duum Majik for (5 deflected), 5 acid (5 total damage).
Guth the corrupted acidic digestor's acid area effect hits Ritch flamespitter for 34 acid damage.
Guth the corrupted acidic digestor's acid area effect hits Terror for 41 acid damage.
Guth the corrupted acidic digestor's light area effect hits Terror for 101 light damage.
Guth the corrupted acidic digestor's light area effect hits Duum Majik for (18 deflected), 18 light (18 total damage).
Guth the corrupted acidic digestor's light area effect hits Terror for 140 light damage.
Guth the corrupted acidic digestor's light area effect hits Terror for 168 light damage.
Terror misses Zubaretira the corrupted protoplasmic controller.
Duum Majik's nightmare area effect killed Bloated ooze!
Duum Majik's nightmare area effect killed Corrupted dendritic hemospinner!
Duum Majik's nightmare area effect killed Bloated ooze!
Terror misses Bloated ooze.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Isothra the corrupted protosentient globula casts Manathrust.
You have deflected 34 incoming damage!
Isothra the corrupted protosentient globula hits Duum Majik for (34 deflected), 275 arcane (275 total damage).
Duum Majik the level 37 krog doomed was dweomered to death by Isothra the corrupted protosentient globula on level 1 of inside a giant tentacle.