











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Higher |
Class | Wyrmic |
Level / Exp | 29 / 79% |
Size | medium |
Lifes / Deaths | Killed by Adeldamira the war bear at level 29 on the 9th Pyre 123rd year of Ascendancy at 21:26 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 17) |
Dexterity | 21 (base 10) |
Constitution | 27 (base 11) |
Magic | 21 (base 10) |
Willpower | 65 (base 60) |
Cunning | 62 (base 51) |
Resources
Life | -217/1173 |
Equilibrium | 100 |
Healing Factor | 1.2986945338482 |
Regeneration | 23.219236059795 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | +21.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 44 |
Accuracy | 52 |
Crit Chance | 22% |
APR | 29 |
Speed | 0.97 |
Offense: Offhand
Damage | 52 |
Accuracy | 52 |
Crit Chance | 24% |
APR | 45 |
Speed | 0.97 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 35% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +37% |
Blight | +22% |
Physical | +50% |
Cold | +31% |
All | 0% |
Lightning | +22% |
Darkness | +27% |
Fire | +27% |
Nature | +46% |
Offense: Damage Penetration
Acid | +43% |
Blight | +33% |
Physical | +49% |
Cold | +33% |
Lightning | +33% |
Darkness | +43% |
Mind | +35% |
Fire | +53% |
Nature | +33% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 37 |
Mental Save | 47 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 30%( 70%) |
All | + 11%( 70%) |
Darkness | + 26%( 70%) |
Light | + 19%( 70%) |
Physical | + 36%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 33%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 80% |
Confusion Resistance | 0% |
Blind Resistance | 59% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% 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 Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost defiler from death by Nerudheta the cold drake hatchling. Escort: lost defiler (level 1 of Daikara) | 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 talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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. | 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 xorn fragment. * '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.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * You've found the needed length of troll intestine. 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 red crystal shard. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. * You've found the needed hummerhorn wing. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +4% Mov.spd +10% ----- def ----- Armour +9 Fatigue -7% Phys.save +9 (+5 eff.) Die.at -40.00 life Max.HP +32.00 ---------- misc Stam/turn +0.40 Max.hate +6.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +4 Con dps ---------- Res.pen +10% acid ----- def ----- Max.HP +42.00 ---------- misc Light +4 See.Invis +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. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str dps ---------- Res.pen +20% mind Acc +30 (+11 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +6% blight +14% nature +6% light Spell.save +7 (+3 eff.) Max.HP +85.00 Heal.mod +16% ---------- misc Max.psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Str +2 Mag +1 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 21 mind 7 physical 15 darkness 8 fire Dmg.mod +5% fire +6% physical On Hit (Melee): * 13% chance to reduce all saves and defense by 32 ----- def ----- Armour +7 Fatigue +3% Resists +6% fire Mind.save -12 (-4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +2% physical Mind.save +18 (+6 eff.) HP.reg +3.00 Blind- +20% Stun/Frz- +27% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +9% cold Res.pen +20% fire Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Con ----- def ----- Defense +15 (+7 eff.) Phys.save +13 (+7 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) Stun/Frz- +20% ---------- misc Max.vim +20.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 lightning 11 physical 5 fire 2 acid 2 cold Dmg.mod +10% physical Res.pen +7% physical ----- def ----- Resists +5% lightning +13% physical +2% cold +5% fire +5% acid ---------- 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. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 13 physical Dmg.mod +4% nature +12% physical Res.pen +9% physical ----- def ----- Resists +2% blight +7% physical Disease- +10% ---------- 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. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness Acc +5 (+3 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +9% acid +13% darkness +12% cold +3% nature +3% light Stealth +7 Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +6 Wil +5 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +3 (+1 eff.) Dmg.mod +16% nature Res.pen +5% mind ----- def ----- Resists +24% nature +11% all Mind.save +20 (+7 eff.) ---------- misc Mana/turn +0.22 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% nature Melee Ret 6 nature ----- def ----- Resists +31% lightning +18% acid Stun/Frz- +32% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +13 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Mind.save +14 (+5 eff.) ---------- misc Max.psi +40.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Dex +6 Cun dps ---------- Dmg.mod +12% darkness +9% lightning Res.pen +5% lightning Acc +5 (+3 eff.) Melee Ret 8 nature ----- def ----- Armour +6 Resists +24% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 32 On Hit (Ranged): * 11% chance to reduce all saves and defense by 32 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane 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: dps ---------- Phys.crit +9.0% Spell.crit +3% Spell.pwr +23 (+12 eff.) Melee+ 27 arcane Dmg.mod +20% blight +20% fire +20% darkness +20% acid ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +3% nature +6% temporal HP.reg +4.00 Confus- +20% ---------- misc Max.mana +69.00 Wards +2 blight +2 fire +2 darkness +2 acid Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Ego++] Arcane/Master Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 29 lightning damage (1/turn) On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Dmg.mod +10% lightning Res.pen +12% lightning Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: dps ---------- Res.pen +10% all Acc +13 (+6 eff.) Apr +9 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego] Master Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Psionic Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 darkness Against +14% Living On Crit.r2 +20 darkness +20 cold While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +3% acid +5% arcane Poison- +20% Confus- +20% Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 mind While equipped: Stats +3 Wil +5 Con dps ---------- Phys.pwr +13 (+4 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +9% acid +9% cold +9% mind Res.pen +11% physical On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Disarm- +25% ---------- misc Psi/ret +0.08 One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +1 Str dps ---------- Dmg.mod +7% physical Acc +10 (+5 eff.) Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +13% lightning +12% fire +13% cold Mind.save +2 (+1 eff.) ---------- misc Max.psi +11.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- 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 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 3 lightning 2 physical 3 cold 3 acid 3 fire ----- def ----- Resists +4% lightning +4% physical +5% fire +2% cold +2% acid Spell.save +3 (+1 eff.) ---------- 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 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Uses 1.0 Steam When used to Attack: On Hit: * 15% chance to reduce armor by 22% While equipped: dps ---------- Melee+ 7 acid Melee Ret 13 acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- Melee+ 11 lightning Melee Ret 7 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Master When used to Attack: Power 42.5 - 51.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Disrupt While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +14% acid +14% fire On Melee Ret: * 4% chance to slow global speed by 59% * 5 arcane resource burn ----- def ----- Resists +21% acid +2% physical +21% fire +6% temporal +9% all Mind.save +3 (+1 eff.) Confus- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +10 Wil dps ---------- Dmg.mod +10% arcane +10% temporal Res.pen +5% temporal ----- def ----- Resists +10% temporal +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.20 Equi/ret +0.08 Max.mana +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +41.00 HP.reg +1.60 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +13 (+7 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +9% all ----- def ----- Resists +13% all Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +6% mind Mind.save +10 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +3 Mag +5 Wil +3 Cun ----- def ----- Armour +6 Defense +13 (+6 eff.) Fatigue +8% Phys.save +8 (+4 eff.) Max.HP +45.00 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +52.00 HP.reg +6.90 Heal.mod +11% A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Max.HP +28.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +32.00 HP.reg +6.00 Heal.mod +10% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 5.9 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 55.29 fire damage in a radius of 5 each turn for 9 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +13 (+4 eff.) Max.HP +27.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Master While equipped: ----- def ----- Armour +27 Fatigue +16% Phys.save +8 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Nature While equipped: Stats +7 Cun +4 Con dps ---------- Dmg.mod +15% physical ----- def ----- Armour +28 Fatigue +22% Resists +12% acid +13% cold ---------- misc Max.stam +20.00 Breathe water A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +8 Defense +26 (+13 eff.) Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 3.5 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind ----- def ----- Armour +1 Defense +15 (+7 eff.) Resists +5% arcane Stealth +6 Confus- +20% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 cold Dmg.mod +5% cold Acc +4 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +7% blight +5% cold Crit.chn- 10.00% Spell.save +8 (+3 eff.) Silence- +10% Teleport- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 4.5 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 23.00 mind and 29.31 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 25. Terrified: Deals 5.50 mind and 7.01 darkness damage per turn and increases cooldowns by 40%. Haunted: Causes the target to suffer 9.01 mind and 11.49 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +7 Fatigue +5% Mind.save +14 (+5 eff.) Max.HP +73.00 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +6 Wil dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +4 (+2 eff.) Res.pen +15% blight +5% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% mind A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +3 Cun ----- def ----- Armour +3 Fatigue +5% Resists +12% acid Crit.chn- 10.00% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 143.9 Physical damage. If the attack hits, the target is confused (31% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +9% mind Res.pen +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +5 Fatigue +5% Resists +3% acid +24% cold +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +3 Dex +1 Wil +1 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +12% arcane Melee Ret 6 arcane ----- def ----- Max.HP +26.00 ---------- misc Max.stam +21.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex dps ---------- Mind.pwr +30 (+10 eff.) Res.pen +10% mind ---------- misc Equi/ret +0.04 Infravis +1 Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +4 Str +2 Dex +1 Cun dps ---------- Dmg.mod +12% blight Sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 10% for 2 turns. 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Stinkbreath the Higher Wyrmic level 19
57th Dusk 122nd year of Ascendancy at 16:11 see stats
By Stinkbreath the Higher Wyrmic level 26
24th Regrowth 123rd year of Ascendancy at 10:16 see stats
By Stinkbreath the Higher Wyrmic level 11
8th Flare 122nd year of Ascendancy at 15:20 see stats
By Stinkbreath the Higher Wyrmic level 23
2nd Haze 122nd year of Ascendancy at 09:38 see stats
By Stinkbreath the Higher Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 14:31 see stats
By Stinkbreath the Higher Wyrmic level 20
67th Dusk 122nd year of Ascendancy at 23:26 see stats
By Stinkbreath the Higher Wyrmic level 26
45th Haze 122nd year of Ascendancy at 15:09 see stats
By Stinkbreath the Higher Wyrmic level 27
27th Regrowth 123rd year of Ascendancy at 03:48 see stats
By Stinkbreath the Higher Wyrmic level 23
3rd Haze 122nd year of Ascendancy at 09:08 see stats
By Stinkbreath the Higher Wyrmic level 11
8th Flare 122nd year of Ascendancy at 15:18 see stats
By Stinkbreath the Higher Wyrmic level 7
77th Pyre 122nd year of Ascendancy at 23:45 see stats
By Stinkbreath the Higher Wyrmic level 16
20th Dusk 122nd year of Ascendancy at 04:58 see stats
By Stinkbreath the Higher Wyrmic level 25
12nd Haze 122nd year of Ascendancy at 02:54 see stats
By Stinkbreath the Higher Wyrmic level 20
70th Dusk 122nd year of Ascendancy at 05:11 see stats
Log
Stinkbreath receives 231 healing from Infusion: Healing.
You fail to use Lightning Speed due to your equilibrium!
Stinkbreath feels pain again.
Betisetha the grizzly bear uses Battle Call.
Stinkbreath is called to battle!
Stinkbreath uses Infusion: Regeneration.
Stinkbreath starts regenerating health quickly.
Adeldamira the war bear activates his pair of hardened leather boots!
Adeldamira the war bear hits Stinkbreath for 36 physical, 0 arcane, 4 physical, 36 physical, 4 nature, 4 physical (85 total damage).
Melee retaliation hits Adeldamira the war bear for 0 acid, 2 acid (2 total damage).
Betisetha the grizzly bear uses Block.
Stinkbreath's aura of power vanishes.
Stinkbreath uses Highborn's Bloom.
Stinkbreath roars!
Stinkbreath's mind surges with critical power!
Adeldamira the war bear shrugs off the effect 'Confused'!
Betisetha the grizzly bear wanders around!
Stinkbreath hits Adeldamira the war bear for 184 physical damage.
Stinkbreath hits Betisetha the grizzly bear for (135 blocked), 0 physical (0 total damage).
Betisetha the grizzly bear is confused and fails to use Disarm.
Adeldamira the war bear uses Knockback.
Adeldamira the war bear performs a melee critical strike against Stinkbreath!
Stinkbreath is crippled.
Adeldamira the war bear performs a melee critical strike against Stinkbreath!
Stinkbreath resists the knockback!
Adeldamira the war bear hits Stinkbreath for 477 physical, 0 arcane, 5 physical, 577 physical (1059 total damage).
Melee retaliation hits Adeldamira the war bear for 1 acid, 4 acid (5 total damage).
Stinkbreath the level 29 higher wyrmic was splattered to death by Adeldamira the war bear on level 2 of Bearscape.