











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Less Shaders 1.7.4Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Corruptor |
Level / Exp | 26 / 36% |
Size | medium |
Lifes / Deaths | Killed by Glorissra the large brown snake at level 17 on the 68th Dusk 122nd year of Ascendancy at 18:27 / 2Killed by Bethydana the elven warrior at level 26 on the 7th Decay 122nd year of Ascendancy at 06:46 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 18 (base 12) |
Magic | 80 (base 57) |
Willpower | 40 (base 13) |
Cunning | 45 (base 45) |
Resources
Life | -11/766 |
Mana | 481/481 |
Vim | 156/274 |
Healing Factor | 1.0711363549268 |
Regeneration | 2.4100567985853 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 7 |
See Invisible | 13 |
Offense: Mainhand
Damage | 28 |
Accuracy | 4 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Crit. mult. | +178% |
Lightning | +9% |
Temporal | +17% |
Blight | +24% |
Arcane | +23% |
Acid | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Defense: Base
Armour (hardiness) | 12 (37.158950523423%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 31 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 35%( 70%) |
Crit. shrug | +20% |
Blight | + 22%( 70%) |
Arcane | + 26%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Silence Resistance | 57% |
Bleed Resistance | 10% |
Confusion Resistance | 62% |
Stun Resistance | 77% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 263.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 290 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 364 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Corruption / Bone | 1.45 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.15 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 Minotaur. * 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 |
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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed warg claw. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed bear paw. 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 snow giant kidney. * You've found the needed orc heart. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Damage +6% arcane Ignore resists +5% arcane On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 defense ------ Armor +3 Fatigue +2% Silence Resist +20% Confus Resist +20% Stun Resist +22% other ------- Mana-on-crit +1.00 Max mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 Encumbrance T3 green alchemist-gem [Normal] When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Nature/Master While equipped: defense ------ Life +45.00 Blind Resist +22% Confus Resist +12% other ------- Light +7 See Stealth +7 See Invisibility +6 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Wil offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Armor +3 Defense +20 (+10 eff.) Fatigue +5% Resistance +6% blight Mind save +6 (+3 eff.) Life +60.00 Cut Resist +10% Silence Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% acid +3% arcane defense ------ Resistance +5% arcane Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil offense ------ Spellpower +7 (+1 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +6 (+5 eff.) Spellpower +16 (+4 eff.) Mindpower +6 (+3 eff.) Spellpower/crit +6 defense ------ Defense +5 (+3 eff.) Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max vim +20.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) defense ------ Resistance +9% lightning Crit Resistance 10.00% Physical save +6 (+5 eff.) Life +60.00 Life Regen +2.00 Confus Resist +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Wil +2 Con offense ------ Spell Crit +13% Critical power +18.00% Spellpower +10 (+2 eff.) On-Hit 17 fire Damage +3% lightning +15% blight defense ------ Crit Resistance 10.00% other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+1 eff.) On-Hit 7 arcane Damage +4% arcane defense ------ Armor +6 Fatigue +3% Resistance +5% arcane Mind save +7 (+3 eff.) Life +54.00 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. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +12 Mag +12 Wil offense ------ Spell Crit +3% Spellpower +15 (+3 eff.) Spellpower/crit +4 Damage +3% lightning +17% temporal +10% arcane When Hit 2 lightning 4 temporal defense ------ Resistance +11% all Silence Resist +27% other ------- Mana/turn +0.15 Psi/turn +0.16 Max mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Spellpower/crit +10 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Life +32.00 other ------- Mana-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con offense ------ Damage +3% lightning +9% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 defense ------ Resistance +12% lightning Stun Resist +25% other ------- Masteries +0.15 Corruption/Bone +0.15 Technique/Combat training Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 695% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 206.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +11 Cun +2 Mag offense ------ Damage +6% lightning defense ------ Resistance +6% light Healmod +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 2 nature defense ------ Resistance +10% lightning +3% fire +5% arcane Spell save +3 (+1 eff.) Disarm Resist +20% Stun Resist +23% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +10.00% Damage +6% darkness +11% fire Ignore resists +5% mind When Hit 4 mind 2 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+5 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +1 Mag offense ------ On-Hit 16 light On-Ranged-Hit 13 light Damage +12% light defense ------ Defense +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +12% acid defense ------ Resistance +24% acid Physical save +8 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 170% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +9 cold Massive two-handed mauls. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +14 Con +18 Wil defense ------ Life +95.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +21 cold On Hit: * 20% chance to slow global speed by 51% * Create an explosion dealing 107 lightning damage (1/turn) While equipped: Stats +5 Con offense ------ Physical Power +8 (+6 eff.) Damage +27% lightning +9% cold Ignore resists +26% lightning +11% physical On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Disarm Resist +30% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% nature defense ------ Resistance +5% blight Life +12.00 Life Regen +1.50 Disease Resist +18% other ------- 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 Encumbrance T4 mindstar 1H weapon [Ego++] Nature Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +6% On-Hit 2 lightning 8 physical 17 fire 5 acid 5 cold Damage +14% fire Ignore resists +11% fire defense ------ Resistance +5% lightning +5% physical +8% cold +13% fire +6% acid other ------- 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. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore resists +10% blight When Hit 2 light On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 defense ------ Resistance +6% fire +6% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +4 Mag defense ------ Resistance +8% blight other ------- Mana/turn +0.12 Max mana +35.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Con offense ------ Physical Crit +1.0% Accuracy +5 (+5 eff.) defense ------ Defense +2 (+1 eff.) Resistance +6% nature Unlife -80.00 life other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun defense ------ Defense +22 (+11 eff.) Resistance +6% mind +6% darkness +6% nature Physical save +6 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Con offense ------ Physical Crit +4.0% Physical Power +4 (+4 eff.) When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Defense +3 (+2 eff.) Fatigue -5% Resistance +7% acid +3% light +7% cold +7% fire +6% nature +12% lightning Spell save +14 (+7 eff.) other ------- Stamina/turn +0.90 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +5% defense ------ Defense +12 (+6 eff.) Physical save +8 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun offense ------ Spell Crit +8% Physical Power +15 (+9 eff.) Spellpower +7 (+1 eff.) Damage +25% light +41% darkness Ignore Armor +2 When Hit 10 nature defense ------ Armor +10 Defense +4 (+2 eff.) Resistance +2% physical +33% darkness +15% all Physical save +28 (+16 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Damage +16% blight +6% darkness Ignore resists +25% blight +5% fire +25% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to reduce damage dealt by 20% defense ------ Resistance +16% blight +12% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +2 Cun +3 Dex offense ------ Spell Crit +2% Spellpower +25 (+6 eff.) Damage +3% arcane +9% blight Ignore resists +5% arcane defense ------ Armor +7 Fatigue +3% Resistance +5% fire +7% cold other ------- Infravision +2 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil +5 Cun +3 Con offense ------ Ignore resists +13% darkness +14% temporal defense ------ Armor +4 Defense +15 (+8 eff.) Fatigue +3% Resistance +14% temporal +13% darkness +2% physical Crit Resistance 10.00% Physical save +23 (+14 eff.) Spell save +7 (+3 eff.) Mind save +23 (+10 eff.) Poison Resist +10% Out-of-Phase Defense +13 Out-of-Phase Resistance +12% Out-of-Phase Resilience +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +8 Con +4 Wil offense ------ Physical Power +5 (+4 eff.) Mindpower +5 (+3 eff.) Damage +9% mind Ignore resists +7% physical Accuracy +15 (+12 eff.) When Hit 4 mind defense ------ Armor +3 Unlife -40.00 life Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Power +5 (+4 eff.) Ignore resists +15% darkness Accuracy +15 (+12 eff.) defense ------ Armor +3 Defense +3 (+2 eff.) Fatigue +2% Unlife -40.00 life other ------- Stamina/turn +3.00 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil +4 Con offense ------ Spell Crit +3% Mindpower +5 (+3 eff.) Ignore resists +8% physical defense ------ Armor +4 Fatigue +3% other ------- Mana/turn +0.25 Max mana +41.00 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun offense ------ Damage +12% darkness Accuracy +6 (+6 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% acid Physical save +6 (+5 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life Healmod +5% Disarm Resist +21% Stun Resist +10% 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 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Ignore resists +25% acid Accuracy +15 (+12 eff.) defense ------ Armor +2 Defense +30 (+13 eff.) Fatigue +3% Resistance +5% arcane +9% nature Mind save +3 (+1 eff.) Stun Resist +20% 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 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Mag offense ------ Mind Crit +4% Spellpower +10 (+2 eff.) Mindpower +3 (+2 eff.) Damage +12% arcane Ignore resists +20% blight +20% fire +20% arcane defense ------ Defense +2 (+1 eff.) other ------- Psi/turn +0.13 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Damage +6% darkness +6% cold On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +4 Fatigue +4% Resistance +18% nature +3% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+8 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Damage +12% mind +12% blight defense ------ Defense +2 (+1 eff.) Resistance +9% lightning +12% mind +6% nature +3% light Spell save +12 (+6 eff.) Life Regen +4.00 A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T5 light armor Reqs Str 20 [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue +8% Resistance +19% acid +15% light +16% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Nature/Master While equipped: Stats +3 Wil defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +26% blight +21% cold +18% darkness other ------- Light +2 A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Ignore resists +25% fire +20% physical When Hit 6 fire defense ------ Armor +23 Fatigue +22% Resistance +6% acid +9% fire Physical save +6 (+5 eff.) Mind save +18 (+9 eff.) other ------- Max stamina +30.00 A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego] Arcane/Master Weapon Damage 158% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +18 Ignore Armor +14 Critical Rate +2.5% Capacity 23 On-ranged-hit +24 cold Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +1 Cun +2 Str offense ------ Critical power +20.00% defense ------ Armor +4 Unlife -60.00 life other ------- Hate-on-crit +3.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +3 Wil +1 Cun offense ------ Damage +3% light other ------- Max psi +40.00 Spell cooldown 10% Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Wil offense ------ Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Spell save +3 (+1 eff.) Life +45.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 460.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance 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 Encumbrance 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 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +7% Critical power +35.00% Damage +12% mind +6% arcane defense ------ Spell save +6 (+3 eff.) other ------- Max hate +6.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 250 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bad Touch the Cornac Corruptor level 10
3rd Flare 122nd year of Ascendancy at 02:45 see stats
By Bad Touch the Cornac Corruptor level 25
2nd Decay 122nd year of Ascendancy at 21:15 see stats
By Bad Touch the Cornac Corruptor level 10
3rd Flare 122nd year of Ascendancy at 02:43 see stats
By Bad Touch the Cornac Corruptor level 20
43rd Haze 122nd year of Ascendancy at 15:28 see stats
By Bad Touch the Cornac Corruptor level 19
23rd Haze 122nd year of Ascendancy at 04:54 see stats
By Bad Touch the Cornac Corruptor level 21
46th Haze 122nd year of Ascendancy at 10:26 see stats
By Bad Touch the Cornac Corruptor level 7
79th Pyre 122nd year of Ascendancy at 21:45 see stats
By Bad Touch the Cornac Corruptor level 7
3rd Mirth 122nd year of Ascendancy at 06:17 see stats
By Bad Touch the Cornac Corruptor level 24
2nd Decay 122nd year of Ascendancy at 04:21 see stats
By Bad Touch the Cornac Corruptor level 19
77th Dusk 122nd year of Ascendancy at 13:49 see stats
By Bad Touch the Cornac Corruptor level 17
68th Dusk 122nd year of Ascendancy at 18:27 see stats
Log
Bad Touch rearms.
A shield forms around Bad Touch.
Bad Touch casts Rune: Biting Gale.
Bethydana the elven warrior is encased in ice!
Bad Touch hits Bethydana the elven warrior for 122 cold damage.
Bethydana the elven warrior uses Dual Strike.
Bethydana the elven warrior performs a melee critical strike against Bethydana the elven warrior!
Bethydana the elven warrior resists the stunning strike!
Bethydana the elven warrior performs a melee critical strike against Bethydana the elven warrior!
Bethydana the elven warrior forces the iceblock to shatter.
Bethydana the elven warrior resists the vile poison!
Bethydana the elven warrior hits Iceblock for 405 physical, 16 acid, 12 fire, 16 acid, 12 fire (460 total damage).
Melee retaliation hits Iceblock for 11 acid, 12 fire, 11 acid, 12 fire (46 total damage).
Bethydana the elven warrior is free from the ice.
Talent Pacification Hex is ready to use.
Talent Domination Hex is ready to use.
Talent Drain is ready to use.
Poison from Bethydana the elven warrior hits Bad Touch for (62 absorbed), 0 nature (0 total damage).
Bethydana the elven warrior uses Coup de Grace.
Bethydana the elven warrior performs a melee critical strike against Bad Touch!
Your shield crumbles under the damage!
The shield around Bad Touch crumbles.
Bethydana the elven warrior performs a melee critical strike against Bad Touch!
Bad Touch is poisoned!
Bad Touch resists the Coup de Grace!
Bethydana the elven warrior hits Bad Touch for (53 absorbed), 212 physical, 13 acid, 10 fire, 14 lightning, 25 cold, 373 physical, 13 acid, 10 fire (669 total damage).
Melee retaliation hits Bethydana the elven warrior for 1 lightning, 2 temporal, 1 lightning, 2 temporal (7 total damage).
Poison bursts out of Bad Touch's corpse!
Deadly Poison from Bethydana the elven warrior hits Bad Touch for 28 nature damage.
Bad Touch the level 26 cornac corruptor was naturalised to death by Bethydana the elven warrior on level 2 of Dark crypt.
=====================
Damage dealt
=====================
453,486 blight
16,959 physical
13,817 cold
8,775 acid
1,022 darkness
671 fire
620 temporal
268 lightning
195 nature
92 light
=====================
Damage taken
=====================
9,402 physical
6,705 nature
3,271 fire
2,265 blight
2,247 cold
1,205 acid
1,109 darkness
886 mind
886 lightning
467 arcane
331 light
145 temporal