










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Starting Equipment 1.6.0 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 | Halfling |
Class | Rogue |
Level / Exp | 28 / 73% |
Size | small |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 28 on the 80th Regrowth 123rd year of Ascendancy at 22:09 / 1 |
Primary Stats
Strength | 23 (base 16) |
Dexterity | 58 (base 50) |
Constitution | 26 (base 10) |
Magic | 10 (base 10) |
Willpower | 32 (base 10) |
Cunning | 88 (base 60) |
Resources
Life | -252/802 |
Stamina | 92/246 |
Healing Factor | 1.2616586254954 |
Regeneration | 39.535106824656 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 47.301902753607 |
See Invisible | 47.301902753607 |
Offense: Mainhand
Damage | 19 |
Accuracy | 52 |
Crit Chance | 34% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 52 |
Crit Chance | 35% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +6% |
Arcane | +6% |
Cold | +6% |
All | 0% |
Darkness | +5% |
Light | +6% |
Mind | +18% |
Fire | +12% |
Nature | +30% |
Offense: Damage Penetration
Physical | +6% |
Arcane | +10% |
Nature | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 54 (68.594633868923%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 39 |
Mental Save | 39 |
Defense: Resistances
Cold | + 41%( 70%) |
Acid | + 25%( 70%) |
Light | + 18%( 70%) |
Nature | + 63%( 70%) |
Darkness | + 23%( 70%) |
Physical | + 21%( 70%) |
Fire | + 35%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 37% |
Bleed Resistance | 60% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 888% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: 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 mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 239 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 27.1 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 failed to protect the injured seer from death by wretchling. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by GhostyMcToasty. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed snow giant kidney. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Apr +5 ----- def ----- Armour +12 Fatigue -3% Phys.save +15 (+5 eff.) ---------- misc Max.enc +27 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. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Armour +4 Spell.save +12 (+4 eff.) Max.HP +80.00 HP.reg +4.00 Confus- +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% Res.pen +10% nature ----- def ----- Armour +4 Fatigue +4% Resists +6% nature +13% cold Spell.save +9 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) S.pwr/crit +8 Melee+ 5 cold Dmg.mod +6% arcane +6% cold Res.pen +10% arcane ----- def ----- Armour +2 Resists +7% cold ---------- misc Max.mana +60.00 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. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% nature Res.pen +10% nature Melee Ret 8 light ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue -6% Resists +7% physical +15% nature +3% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 88.83 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Wil +6 Cun +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +7 (+4 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% nature +12% fire Res.pen +5% nature ----- def ----- Resists +24% fire ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Melee+ 6 light 5 darkness Dmg.mod +3% mind +3% nature +6% light +5% darkness Melee Ret 2 mind On Melee Ret: * 6% chance to blind * 5% chance to reduce damage dealt by 23% ----- def ----- Resists +6% nature Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+5 eff.) Heal.mod +13% Cut- +50% Heal: Puts all charms on 29 cooldown Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% blight Acc +8 (+3 eff.) ----- def ----- Defense +22 (+6 eff.) Resists +12% acid +9% darkness Crit.chn- 10.00% Die.at -40.00 life Max.HP +80.00 Cut- +10% Disarm- +24% Sharp, long, and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Wil +5 Cun +2 Con dps ---------- Spell.pwr +4 (+2 eff.) Against +31% Summoned ----- def ----- Armour +8 Defense +7 (+2 eff.) D.Red.from +17% Summoned Phys.save +14 (+4 eff.) Mind.save +8 (+3 eff.) Die.at -80.00 life A belt that goes around your waist. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +12 darkness While equipped: Stats +3 Wil +2 Cun +2 Con dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +6% physical Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Disarm- +13% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 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 instantly heal yourself for 244 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -258 life. The duration and life will increase by 1% for every 1% life you have lost (currently 597 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 675% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 135 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 154 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 6 light 7 darkness Dmg.mod +6% light +5% darkness On Melee Ret: * 6% chance to reduce damage dealt by 23% * 6% chance to blind ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Mind.crit +3% Spell.pwr +7 (+3 eff.) ----- def ----- Resists +15% acid +24% lightning HP.reg +4.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +10% physical Acc +6 (+2 eff.) ----- def ----- Resists +10% physical Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +7 Cun +3 Con dps ---------- Melee+ 10 physical Ranged+ 10 physical Dmg.mod +15% acid Res.pen +25% cold On Hit (Melee): * 13% chance to reduce all saves and defense by 28 On Hit (Ranged): * 12% chance to reduce all saves and defense by 28 ----- def ----- Fatigue -6% Resists +9% acid Mind.save +7 (+3 eff.) Confus- +30% ---------- misc Max.enc +22 Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +5.0% Atk.spd 100% Phasing +17% On Crit.r2 +12 physical While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Melee Ret 8 darkness ----- def ----- HP.reg +2.00 Heal.mod +10% Teleport- +20% Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Nature Power 16.5 - 24.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +25% nature ----- def ----- Resists +3% cold Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 nature On Hit.r1 +12 lightning While equipped: dps ---------- Dmg.mod +12% blight +6% mind ----- def ----- Resists +15% blight Mind.save +18 (+6 eff.) ---------- misc Max.psi +20.00 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Nature/Master Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +23 acid +24 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +24.0% Phys.pwr +12 (+6 eff.) Res.pen +16% acid +20% nature Apr +13 ----- def ----- Resists +12% lightning +3% temporal Knockbk- +20% Teleport- +20% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +12 light While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% Res.pen +20% physical Acc +9 (+3 eff.) ----- def ----- Armour +16 Defense +9 (+2 eff.) Disarm- +30% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Arcane Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 blight On Crit.r2 +4 blight On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: dps ---------- S.pwr/crit +10 Phasing +30% Melee Ret 4 cold ----- def ----- Resists +12% cold Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +4.5% Atk.spd 100% Phasing +13% Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 34 cold damage (1/turn) While equipped: Stats +4 Str dps ---------- Dmg.mod +13% cold Res.pen +5% blight +20% cold +11% all Acc +17 (+6 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Defense +13 (+3 eff.) Disarm- +29% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 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% On Hit.r1 +20 light While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+2 eff.) Dmg.mod +3% darkness +6% light ----- def ----- Resists +9% temporal +9% light +6% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 212.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Phasing +20% Ranged+ +23 fire While equipped: dps ---------- Dmg.mod +24% fire ----- def ----- Resists +1% physical +3% nature +6% darkness Confus- +10% Knockbk- +20% ---------- misc Vim/s.crit +1.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +8 lightning +8 cold +16 nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% nature Res.pen +20% lightning Acc +8 (+3 eff.) On Hit (Ranged): * 20% chance to slow global speed by 55% ----- def ----- Resists +9% nature +12% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid +15% light +30% lightning ----- def ----- Defense +8 (+2 eff.) ---------- misc Max.P.En +20.00 Max.N.En +20.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 50.73 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +16 (+8 eff.) Dmg.mod +20% blight ---------- misc Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +20 lightning On Crit: * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+4 eff.) Dmg.mod +6% acid ----- def ----- Resists +6% lightning +21% acid One-handed war axes. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ----- def ----- Fatigue -5% ---------- misc Max.enc +27 Mana/turn +0.13 Max.mana +21.00 A belt that goes around your waist. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 13 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% blight +9% all Mind.save +21 (+7 eff.) Max.HP +52.00 HP.reg +2.10 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% cold On Melee Ret: * 4% chance to slow global speed by 55% * 4 arcane resource burn ----- def ----- Resists +9% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +10% lightning +10% physical +10% cold ----- def ----- Resists +7% lightning +9% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Dmg.mod +9% temporal Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Crit.mult +10.00% S.pwr/crit +10 Dmg.mod +12% arcane ----- def ----- Armour +2 Fatigue +3% Resists +12% blight HP.reg +4.00 ---------- misc Stam/turn +1.40 Max.mana +40.00 Max.stam +22.00 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 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +2 Fatigue +3% HP.reg +1.60 ---------- misc Stam/turn +0.60 Psi/turn +0.13 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 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid +15% fire +3% lightning Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% nature +6% lightning 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. |
![]() 1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 5 arcane Dmg.mod +4% arcane ----- def ----- Armour +1 Resists +4% arcane 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. |
![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Spell.crit +5% Spell.pwr +7 (+3 eff.) ----- def ----- Armour +2 Disarm- +27% ---------- misc Mana/turn +0.10 Masteries +0.20 Technique/Grappling 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. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +4 Mag ----- def ----- Defense +7 (+2 eff.) Resists +3% lightning +15% fire +5% arcane +3% nature Spell.save +7 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
torn swimming goggles (0 def, 0 armour) torn swimming goggles (0 def, 0 armour)2.0 T1 head armor [Unique] While equipped: ---------- misc Breathe water The strap is broken. You wonder if it makes you look uncool. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +15% light Res.pen +15% light Melee Ret 4 light On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% light Max.HP +43.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +7% cold Mind.save +14 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% light +14% darkness +6% mind Mind.save +15 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +13 (+5 eff.) HP.reg +4.90 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +18% blight Res.pen +10% blight +5% lightning Melee Ret 6 lightning 4 blight ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +6% Resists +5% arcane Phys.save +8 (+2 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +6% acid Res.pen +25% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +7% physical Phys.save +11 (+3 eff.) Mind.save +13 (+5 eff.) Max.HP +49.00 HP.reg +6.20 Heal.mod +13% A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +20% acid +3% fire +6% mind +9% nature Phys.save +12 (+4 eff.) Poison- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +3% physical On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +14 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 50 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +6% light +8% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Ego+] Master Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag +1 Cun dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +3% blight Res.pen +5% physical Acc +4 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Spell.save +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 2.0 T1 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% blight +5% darkness Blind- +24% Confus- +10% ---------- misc Light +7 Infravis +4 See.Stealth +7 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 33 cooldown Level 5.2 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Rare] Nature Power 23.0 - 27.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Phasing +20% Ranged+ +20 blight +13 fire +8 light +20 arcane On Hit.r1 +16 light +12 cold On Crit.r2 +8 light +8 fire Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Mag dps ---------- Spell.pwr +25 (+12 eff.) Res.pen +15% blight ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Light +3 Sting an enemy dealing 276 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By GhostyMcToasty the Halfling Rogue level 21
31st Regrowth 123rd year of Ascendancy at 17:51 see stats
By GhostyMcToasty the Halfling Rogue level 13
4th Dusk 122nd year of Ascendancy at 23:38 see stats
By GhostyMcToasty the Halfling Rogue level 23
40th Regrowth 123rd year of Ascendancy at 06:41 see stats
By GhostyMcToasty the Halfling Rogue level 21
14th Regrowth 123rd year of Ascendancy at 07:52 see stats
By GhostyMcToasty the Halfling Rogue level 10
8th Mirth 122nd year of Ascendancy at 07:45 see stats
By GhostyMcToasty the Halfling Rogue level 20
57th Haze 122nd year of Ascendancy at 17:37 see stats
By GhostyMcToasty the Halfling Rogue level 21
2nd Decay 122nd year of Ascendancy at 11:10 see stats
By GhostyMcToasty the Halfling Rogue level 9
5th Mirth 122nd year of Ascendancy at 21:22 see stats
By GhostyMcToasty the Halfling Rogue level 21
36th Regrowth 123rd year of Ascendancy at 00:13 see stats
By GhostyMcToasty the Halfling Rogue level 23
39th Regrowth 123rd year of Ascendancy at 04:21 see stats
By GhostyMcToasty the Halfling Rogue level 15
11st Haze 122nd year of Ascendancy at 10:06 see stats
Log
Golem (servant of Politta the snow giant) misses GhostyMcToasty.
Politta the snow giant casts Totality.
GhostyMcToasty's awareness returns to normal.
Hurricane from Urkis, the High Tempest hits GhostyMcToasty for 169 lightning damage.
Hurricane from Urkis, the High Tempest hits Golem (servant of Politta the snow giant) for 216 lightning damage.
Urkis, the High Tempest speeds up.
The protective shield of Urkis, the High Tempest disappears.
GhostyMcToasty is confused and fails to use Infusion: Regeneration.
Politta the snow giant uses Infusion: Heroism.
Hurricane from Urkis, the High Tempest hits GhostyMcToasty for 137 lightning damage.
Politta the snow giant casts Throw Bomb.
Politta the snow giant's spell attains critical power!
GhostyMcToasty is on fire!
Politta the snow giant hits GhostyMcToasty for 72 fire damage.
Urkis, the High Tempest's storm dissipates.
Thunderstorm hits GhostyMcToasty for 84 lightning damage.
GhostyMcToasty speeds up.
Burning from Politta the snow giant hits GhostyMcToasty for 27 fire damage.
Hurricane from Urkis, the High Tempest hits GhostyMcToasty for 142 lightning damage.
Hurricane from Urkis, the High Tempest hits Vorugawyn the xorn for 141 lightning damage.
GhostyMcToasty uses Indomitable.
GhostyMcToasty is moving freely.
GhostyMcToasty uses Tumble.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Burning from Politta the snow giant hits GhostyMcToasty for 27 fire damage.
Hurricane from Urkis, the High Tempest hits GhostyMcToasty for 146 lightning damage.
GhostyMcToasty the level 28 halfling rogue was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.