
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Skirmisher |
Level / Exp | 44 / 19% |
Size | medium |
Lifes / Deaths | Killed by Glorygath the skeleton warrior at level 38 on the 42nd Profit 123rd year of Ascendancy at 02:41 / 2Killed by venom drake at level 44 on the 25th Dearth 123rd year of Ascendancy at 09:16 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 70 (base 60) |
Constitution | 32 (base 10) |
Magic | 60 (base 57) |
Willpower | 22 (base 11) |
Cunning | 100 (base 60) |
Resources
Life | -469/1348 |
Stamina | 224/292 |
Equilibrium | 24 |
Healing Factor | 1.2824420161895 |
Regeneration | 51.479167828744 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 49.683315893437 |
See Invisible | 79.683315893437 |
Offense: Mainhand
Damage | 118 |
Accuracy | 67 |
Crit Chance | 39% |
APR | 12 |
Speed | 0.85 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13.333333333333 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +50% |
Darkness | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 64.719009130622 (74.587707036968%) |
Defense | 99 |
Ranged Defense | 99 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 48 |
Mental Save | 51 |
Defense: Resistances
Blight | + 34%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 25%( 70%) |
All | + 7%( 70%) |
Physical | + 28%( 70%) |
Darkness | + 7%( 70%) |
Light | + 35%( 70%) |
Temporal | + 27%( 70%) |
Lightning | + 31%( 70%) |
Mind | + 7%( 70%) |
Fire | + 38%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 20% |
Confusion Resistance | 30% |
Disarm Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 760 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 947% 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Markibo's Temporal Clone. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the lone alchemist from death by ghast. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Eilinabeth the skeleton warrior. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Veliwen the stone troll. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1051. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 precision. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed length of troll intestine. * You've found the needed pouch of faeros ash. You have aided Marus of Elvala in creating an elixir of mastery. 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 pouch of bone giant dust. * You've found the needed bloated horror heart. * You've found the needed storm wyrm claw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | 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 | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Resists +3% nature Die.at -80.00 life HP.reg +3.00 Heal.mod +11% Cut- +20% Disarm- +10% Knockbk- +10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Nature Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +17 lightning +20 mind +20 arcane +20 blight On Hit.r1 +20 blight On Crit.r2 +11 lightning Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Melee Ret 2 light ----- def ----- Defense +15 (+2 eff.) Resists +5% arcane +3% all Spell.save +6 (+2 eff.) Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Dex +5 Mag +3 Wil +4 Cun dps ---------- Res.pen +20% darkness Apr +6 ----- def ----- Armour +3 Fatigue +3% ---------- misc Equi/ret +0.12 Hate/m.crit +5.00 See.Invis +9 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Resists +15% temporal +3% light +6% nature Phys.save +18 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +18 (+6 eff.) Die.at -40.00 life Disarm- +31% Confus- +20% Pinning- +10% Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +13 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +25 (+8 eff.) Acc +15 (+4 eff.) Apr +3 ---------- misc Max.hate +4.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +3 Con dps ---------- Melee+ 28 physical Ranged+ 29 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 26 On Hit (Ranged): * 17% chance to reduce all saves and defense by 26 ----- def ----- Armour +6 Defense +30 (+5 eff.) Resists +15% light +18% fire Die.at -60.00 life ---------- misc Stam/turn +3.00 Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +25% acid Acc +25 (+7 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +12 Defense +30 (+5 eff.) Resists +3% physical Spell.save +18 (+6 eff.) ---------- misc Max.stam +33.00 Rings make your fingers look great! |
Around neck | ![]() 2.0 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. |
In main hand | ![]() 4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Wil +5 Cun +3 Con dps ---------- Mind.pwr +5 (+1 eff.) Against +27% Summoned ----- def ----- Defense +10 (+2 eff.) Resists +3% nature +6% temporal D.Red.from +31% Summoned Spell.save +6 (+2 eff.) Mind.save +11 (+3 eff.) Max.HP +48.00 HP.reg +2.00 Disease- +10% Confus- +10% A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 46.5 - 55.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +132 Melee+ +18 nature While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +14% blight +19% cold +14% nature Max.HP +50.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Melee Ret 4 temporal ----- def ----- Armour +4 Defense +14 (+2 eff.) Resists +12% light +15% fire Phys.save +19 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +14 (+4 eff.) Stealth +7 Max.HP +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +26% lightning +15% nature +5% arcane +15% blight Crit.chn- 15.00% HP.reg +8.00 ---------- misc Stam/turn +1.80 See.Invis +21 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Normal] 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 instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +24% cold +8% physical Res.pen +20% lightning ----- def ----- Resists +26% mind +6% lightning Confus- +29% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +16.00% Res.pen +10% nature +10% cold Acc +5 (+2 eff.) Apr +20 Melee Ret 2 cold ----- def ----- Resists +18% cold +24% mind +6% nature Blind- +32% Confus- +50% ---------- misc Infravis +5 Sight +2 See.Invis +13 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +1 Mag +2 Wil +4 Cun +3 Con dps ---------- Crit.mult +5.00% Mind.pwr +7 (+2 eff.) ----- def ----- Resists +12% lightning Phys.save +9 (+3 eff.) Mind.save +8 (+2 eff.) Max.HP +30.00 HP.reg +3.00 Confus- +14% Stun/Frz- +28% Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +16% cold Acc +13 (+4 eff.) Apr +12 ----- def ----- Defense +14 (+2 eff.) Resists +6% light +3% blight +12% fire +3% nature +32% cold Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +18% darkness +16% temporal Res.pen +20% nature ----- def ----- Resists +27% acid +16% temporal +36% darkness +10% fire +25% cold +16% lightning ---------- misc Light +3 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +18% blight +14% light +15% acid Res.pen +5% acid Acc +10 (+3 eff.) Apr +14 ----- def ----- Defense +12 (+2 eff.) Resists +18% blight +6% acid +28% light +6% lightning Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +10 (+3 eff.) Apr +2 ----- def ----- Armour +14 Fatigue -5% Resists +9% darkness Max.HP +80.00 HP.reg +4.00 ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +3 Cun +1 Con dps ---------- Melee+ 7 physical Ranged+ 12 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 26 On Hit (Ranged): * 13% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 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! |
![]() 4.0 T5 longbow 2H weapon [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 cold While equipped: dps ---------- Dmg.mod +21% temporal +20% physical +21% cold Res.pen +12% physical +17% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic 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: * 20% chance to reduce strength, dexterity, and constitution by 8 * 20% chance to reduce damage dealt by 21% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 9 mind 11 darkness Dmg.mod +7% mind +7% darkness Res.pen +25% blight +25% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 21% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +9% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +3 Mag +4 Con dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +5% arcane Crit.chn- 5.00% ---------- misc See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +12% light Against +39% Summoned ----- def ----- Armour +9 Defense +13 (+2 eff.) Resists +6% light D.Red.from +32% Summoned Phys.save +34 (+11 eff.) ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Mag +4 Wil +3 Cun dps ---------- Dmg.mod +6% physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Crit.chn- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag +5 Wil +2 Con dps ---------- Spell.crit +6% Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +27% acid +22% temporal +29% arcane Res.pen +15% darkness ----- def ----- Resists +40% acid +1% physical +19% darkness +18% mind +15% all Phys.save +20 (+6 eff.) Spell.save +20 (+7 eff.) Mind.save +34 (+10 eff.) Die.at -80.00 life ---------- misc Max.mana +59.00 Max.stam +10.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +6 Str +7 Mag +6 Wil dps ---------- Dmg.mod +17% lightning +8% physical +16% cold Res.pen +15% mind +10% nature Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +7% lightning +8% cold +15% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +16% acid ----- def ----- Resists +24% acid +13% all ---------- misc Mana/turn +0.22 Psi/turn +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Dmg.mod +9% fire Res.pen +10% nature +25% fire Apr +10 Melee Ret 10 nature ----- def ----- Armour +10 Resists +3% fire ---------- misc Infravis +2 Rush: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 7 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. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +3 Wil +7 Cun dps ---------- Phys.crit +12.0% Spell.crit +10% Mind.crit +11% Crit.mult +8.00% Melee+ 8 physical Dmg.mod +7% physical Res.pen +5% fire Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +8 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +10 Crit +10.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +5 physical On Hit: 15% Perfect Strike 3 On Hit: 10% Sand Breath 3 On Crit: 20% Cripple 3 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% darkness +25% acid ----- def ----- Armour +2 Resists +6% acid +12% mind HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +20.00 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning +3% darkness Acc +7 (+2 eff.) Melee Ret 6 lightning On Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +2 Resists +12% lightning Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +32% Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 7 light Dmg.mod +6% light ----- def ----- Armour +3 Resists +10% light Unarmed combat: Power 33.0 - 36.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 20% Searing Light 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +5 Fatigue +5% Resists +11% acid +15% temporal +22% cold +14% fire +12% lightning ---------- misc Stam/ret +1.80 Equi/ret +1.40 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +8 Dex +6 Mag +16 Wil dps ---------- Spell.crit +4% Dmg.mod +13% blight +15% fire +15% arcane Res.pen +5% fire ----- def ----- Armour +5 Fatigue +5% Resists +14% blight Mind.save +12 (+4 eff.) ---------- misc Equi/ret +0.28 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +19% acid Max.HP +42.00 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +20.00% Dmg.mod +9% cold Res.pen +5% cold Acc +20 (+5 eff.) ----- def ----- Armour +4 Defense +26 (+4 eff.) Fatigue +7% Resists +20% cold Phys.save +3 (+1 eff.) Die.at -80.00 life A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +12% light +13% darkness A suit of armour made of leather. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+1 eff.) ----- def ----- Armour +4 Defense +8 (+1 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 110% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Rare] Master Power 40.0 - 48.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 20 Ranged+ +20 lightning On Hit.r1 +20 lightning On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego] Arcane/Master Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +17 Apr +6 Crit +7.0% Capacity 19 Ranged+ +10 cold Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Psionic Power 41.0 - 49.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +20 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 162 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +6% temporal Res.pen +25% nature +20% acid ----- def ----- Resists +9% acid +9% temporal +6% nature Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Markibo the Dwarf Skirmisher level 39
45th Profit 123rd year of Ascendancy at 10:16 see stats
By Markibo the Dwarf Skirmisher level 38
43rd Profit 123rd year of Ascendancy at 20:27 see stats
By Markibo the Dwarf Skirmisher level 26
9th Loss 122nd year of Ascendancy at 12:11 see stats
By Markibo the Dwarf Skirmisher level 44
22nd Dearth 123rd year of Ascendancy at 08:01 see stats
By Markibo the Dwarf Skirmisher level 42
10th Dearth 123rd year of Ascendancy at 11:00 see stats
By Markibo the Dwarf Skirmisher level 30
45th Steel 123rd year of Ascendancy at 07:34 see stats
By Markibo the Dwarf Skirmisher level 41
6th Dearth 123rd year of Ascendancy at 06:37 see stats
By Markibo the Dwarf Skirmisher level 35
33rd Profit 123rd year of Ascendancy at 04:43 see stats
By Markibo the Dwarf Skirmisher level 23
41st Dearth 122nd year of Ascendancy at 07:10 see stats
By Markibo the Dwarf Skirmisher level 31
19th Gold 123rd year of Ascendancy at 02:27 see stats
By Markibo the Dwarf Skirmisher level 40
5th Dearth 123rd year of Ascendancy at 04:49 see stats
By Markibo the Dwarf Skirmisher level 32
29th Stralite 123rd year of Ascendancy at 02:48 see stats
By Markibo the Dwarf Skirmisher level 10
7th Profit 122nd year of Ascendancy at 03:23 see stats
By Markibo the Dwarf Skirmisher level 20
43rd Profit 122nd year of Ascendancy at 08:26 see stats
By Markibo the Dwarf Skirmisher level 30
19th Iron 123rd year of Ascendancy at 23:14 see stats
By Markibo the Dwarf Skirmisher level 40
3rd Dearth 123rd year of Ascendancy at 22:33 see stats
By Markibo the Dwarf Skirmisher level 29
13rd Iron 123rd year of Ascendancy at 20:28 see stats
By Markibo the Dwarf Skirmisher level 29
4th Iron 123rd year of Ascendancy at 16:35 see stats
By Markibo the Dwarf Skirmisher level 41
6th Dearth 123rd year of Ascendancy at 09:03 see stats
By Markibo the Dwarf Skirmisher level 5
18th Voratun 122nd year of Ascendancy at 18:53 see stats
By Markibo the Dwarf Skirmisher level 11
9th Profit 122nd year of Ascendancy at 08:22 see stats
By Markibo the Dwarf Skirmisher level 29
19th Iron 123rd year of Ascendancy at 23:14 see stats
By Markibo the Dwarf Skirmisher level 16
34th Profit 122nd year of Ascendancy at 05:16 see stats
By Markibo the Dwarf Skirmisher level 29
19th Iron 123rd year of Ascendancy at 08:49 see stats
By Markibo the Dwarf Skirmisher level 25
2nd Loss 122nd year of Ascendancy at 07:05 see stats
By Markibo the Dwarf Skirmisher level 19
42nd Profit 122nd year of Ascendancy at 22:12 see stats
By Markibo the Dwarf Skirmisher level 38
42nd Profit 123rd year of Ascendancy at 02:41 see stats
By Markibo the Dwarf Skirmisher level 38
43rd Profit 123rd year of Ascendancy at 04:59 see stats
Log
Yvuritta the orc warrior lessens the pain.
Markibo uses Evasion.
Markibo tries to evade attacks.
Markibo slows down.
Markibo hardens its skin.
Markibo uses Infusion: Regeneration.
Markibo starts regenerating health quickly.
Yvuritta the orc warrior uses Orcish Fury.
Yvuritta the orc warrior enters a state of bloodlust.
Yvalramina the orc high pyromancer casts Rune: Reflection Shield.
A shield forms around Yvalramina the orc high pyromancer.
Orc pyromancer misses Markibo.
Orc cryomancer uses Orcish Fury.
Orc cryomancer enters a state of bloodlust.
Yvalramina the orc high pyromancer uses Distortion Bolt.
Markibo deflects the projectile from Yvalramina the orc high pyromancer to the northwest!
Orc berserker rushes out!
Orc berserker misses Markibo.
Orc cryomancer casts Tidal Wave.
A wave of icy water erupts from the ground!
Xena the orc cryomancer casts Diseased Tongue.
Xena the orc cryomancer misses Markibo.
Dissolved Face from Xena the orc cryomancer hits Markibo for (32 flat reduction), 226 darkness (226 total damage).
Markibo evades Venom drake.
Venom drake spits acid!
Venom drake shrugs off Venom drake's 'Disarmed'!
Venom drake hits Venom drake for 0 acid damage.
Venom drake hits Markibo for (32 flat reduction), 165 acid (165 total damage).
Markibo the level 44 dwarf skirmisher was corroded to death by a venom drake on level 1 of Vor Armoury.