










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it TK Weapon Sprite 1.6.0Makes your TK weapon appear behind you. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. 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 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 25 / 86% |
Size | medium |
Lifes / Deaths | Killed by Lisebrelaith the lesser vampire at level 15 on the 36th Regrowth 123rd year of Ascendancy at 14:41 3 / 4Killed by forest wight at level 16 on the 37th Regrowth 123rd year of Ascendancy at 14:10 Killed by Gytta the elven cultist at level 25 on the 11st Pyre 123rd year of Ascendancy at 19:18 Killed by Iria at level 25 on the 11st Pyre 123rd year of Ascendancy at 19:22 |
Primary Stats
Strength | 20 (base 11) |
Dexterity | 14 (base 10) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 103 (base 55) |
Cunning | 69 (base 48) |
Resources
Life | 543/543 |
Equilibrium | 0 |
Psi | 233/233 |
Healing Factor | 1.0460311219417 |
Regeneration | 2.3535700243688 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 8 |
See Stealth | 57.594739025712 |
See Invisible | 59.594739025712 |
Offense: Mainhand
Damage | 42 |
Accuracy | 35 |
Crit Chance | 21% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Darkness | +10% |
Cold | +21% |
Fire | +6% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +9% |
Acid | +21% |
Fire | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 32.5 (80%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 10 |
Physical Save | 20 |
Spell Save | 34 |
Mental Save | 47 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 35%( 70%) |
All | 0%( 70%) |
Darkness | + 23%( 70%) |
Light | + 11%( 70%) |
Mind | + 6%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 43% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 246 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 776% 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. |
Class Talents
Psionic / Absorption | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Thermal mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)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 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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's current energy level is: 16. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of elder vampire blood. 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 skeleton mage skull. * You've found the needed wretchling eyeball. * You've found the needed vial of squid ink. | active |
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 within3 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 3.0 T5 greatsword 1H weapon Reqs Str 48 [Random Unique] Arcane Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 blight +33 cold On Hit: 20% Epidemic 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 5 * Create an explosion dealing 15 acid damage (1/turn) While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +33% acid Res.pen +21% acid ----- def ----- Disease- +31% ---------- misc Light +3 Massive two-handed swords. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Max.HP +46.00 ---------- misc Hate/m.crit +3.00 Max.psi +40.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% cold Melee Ret 6 mind 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +9% cold +11% light +11% darkness A cap made of leather. |
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Resists +24% acid ---------- misc See.Invis +6 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+6 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +6% fire Res.pen +15% fire ----- def ----- Blind- +43% ---------- misc Max.hate +8.00 Infravis +8 See.Stealth +19 See.Invis +15 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 301 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 3.0 T2 greatsword 2H weapon [Random Unique] Disrupt/Master Power 32.5 - 52.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 acid On Hit.r1 +12 acid On Hit: * 12% chance to slow global speed by 63% While equipped: Stats +6 Wil +1 Con dps ---------- Res.pen +9% physical Acc +12 (+6 eff.) Apr +13 Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Str +2 Dex +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+4 eff.) Apr +9 ----- def ----- Armour +2 Resists +8% blight Phys.save +8 (+4 eff.) Spell.save +9 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Dmg.mod +9% mind Res.pen +15% fire ----- def ----- Resists +6% mind Mind.save +9 (+3 eff.) Max.HP +59.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +5% arcane Max.HP +32.00 Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +5% acid +6% cold +12% darkness +11% blight ---------- misc Light +2 Breathe water A suit of armour made of mail. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +13% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% light +11% darkness Blind- +23% ---------- misc Masteries +0.14 Psionic/Augmented mobility Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% mind Melee Ret 4 mind 6 cold ----- def ----- Resists +13% light +6% cold +15% darkness +6% nature Blind- +23% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.14 Psionic/Absorption Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Dex +3 Mag +3 Wil +2 Cun dps ---------- Res.pen +15% light ----- def ----- Resists +21% temporal Pinning- +31% Knockbk- +37% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +4% acid +6% fire +5% cold +6% lightning Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Max.HP +24.00 Disarm- +21% Pinning- +28% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+5 eff.) Apr +9 ----- def ----- Defense +8 (+8 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% 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 T3 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Spell.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 35 * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Res.pen +25% blight +9% all Acc +12 (+6 eff.) Apr +9 ----- def ----- Resists +6% mind +3% blight Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +16 darkness While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +9% acid Mind.save +6 (+2 eff.) Poison- +10% Silence- +20% Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +10 Str dps ---------- Dmg.mod +13% physical Acc +19 (+9 eff.) Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 light +9 cold Against +13% Undead Massive two-handed mauls. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 cold Dmg.mod +5% cold Res.pen +6% cold ----- def ----- Armour +7 Resists +5% mind +5% cold Mind.save +4 (+1 eff.) ---------- misc Psi/turn +0.60 Max.psi +13.00 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.80 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. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +24% blight +13% nature +10% darkness D.Red.from +8% Unnatural ---------- misc Light +1 A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% lightning A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Nature/Master While equipped: ----- def ----- Armour +25 Fatigue +22% Resists +9% acid +10% physical +6% light +8% lightning +9% cold +5% arcane +8% fire Max.HP +40.00 HP.reg +7.60 ---------- misc Stam/turn +1.20 A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +5.0% Mind.crit +5% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +6 (+6 eff.) Phys.save +5 (+2 eff.) Max.HP +80.00 Silence- +10% Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +2 Wil +1 Cun +1 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +27% Confus- +22% Stun/Frz- +20% ---------- misc Stam/turn +0.50 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Armour +5 Fatigue -3% Resists +6% lightning +5% temporal +5% arcane Spell.save +12 (+6 eff.) Max.HP +37.00 ---------- misc Stam/turn +1.20 Max.stam +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning +9% mind Res.pen +15% mind +10% cold ----- def ----- Armour +2 Resists +7% lightning +9% cold +3% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Dmg.mod +3% lightning Acc +6 (+3 eff.) Melee Ret 6 mind ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +23% ---------- misc Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 10 cold Dmg.mod +8% cold ----- def ----- Armour +3 Fatigue +5% Resists +8% cold Spell.save +18 (+8 eff.) Disarm- +20% Stun/Frz- +20% Teleport- +20% ---------- misc Mana/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+2 eff.) Resists +8% lightning +6% temporal +18% nature A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(152 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Melee Ret 11 fire ----- def ----- Resists +7% blight +6% fire +5% darkness ---------- misc Light +3 Infravis +3 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 16 blight damage or heals 24 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +21% arcane Melee Ret 6 blight ----- def ----- Resists +12% darkness Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 37% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 354 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Iria the Cornac Mindslayer level 8
72nd Dusk 122nd year of Ascendancy at 06:00 see stats
By Iria the Cornac Mindslayer level 18
41st Regrowth 123rd year of Ascendancy at 14:58 see stats
By Iria the Cornac Mindslayer level 24
4th Pyre 123rd year of Ascendancy at 00:37 see stats
By Iria the Cornac Mindslayer level 23
73rd Regrowth 123rd year of Ascendancy at 23:16 see stats
By Iria the Cornac Mindslayer level 10
16th Haze 122nd year of Ascendancy at 19:23 see stats
By Iria the Cornac Mindslayer level 20
57th Regrowth 123rd year of Ascendancy at 00:33 see stats
By Iria the Cornac Mindslayer level 8
12nd Haze 122nd year of Ascendancy at 14:42 see stats
By Iria the Cornac Mindslayer level 11
5th Regrowth 123rd year of Ascendancy at 17:44 see stats
By Iria the Cornac Mindslayer level 18
40th Regrowth 123rd year of Ascendancy at 21:27 see stats
By Iria the Cornac Mindslayer level 25
11st Pyre 123rd year of Ascendancy at 19:22 see stats
Log
Arcane Vortex from Gytta the elven cultist hits Iria for 68 arcane damage.
Iria's Beyond the Flesh hits Gytta the elven cultist for (17 absorbed), 0 acid (0 total damage).
Iria's Beyond the Flesh hits Quasit for 213 physical damage.
Iria's Beyond the Flesh hits Elven corruptor for 18 acid damage.
Iria's Beyond the Flesh killed Quasit!
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Iria performs a melee critical strike against Elven corruptor!
Iria hits Elven corruptor for 206 physical damage.
Iria killed Elven corruptor!
Gytta the elven cultist casts Lightning.
Gytta the elven cultist's spell attains critical power!
Gytta the elven cultist hits Iria for (71 to psi shield), 480 lightning (480 total damage).
Iria the level 25 cornac mindslayer was zapped to death by Gytta the elven cultist on level 4 of Dark crypt.
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You carry too much--you are encumbered!
Drop some of your items.
You have 3 life(s) left.
You are no longer encumbered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gytta the elven cultist killed Iria!
Saving game...
Saving done.
Talent Mindhook is ready to use.
--------------------------------
You carry too much--you are encumbered!
Drop some of your items.
Personal New Achievement: Utterly Destroyed!