










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 | Drem |
Class | Solipsist |
Level / Exp | 26 / 99% |
Size | medium |
Lifes / Deaths | Killed by Shasshhiy'Kaish at level 26 on the 28th Loss 122nd year of Ascendancy at 16:59 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 22 (base 10) |
Magic | 12 (base 10) |
Willpower | 86 (base 57) |
Cunning | 83 (base 50) |
Resources
Life | -377/324 |
Psi | 0/419 |
Healing Factor | 1.3024166372473 |
Regeneration | 5.535270708301 |
Speed
Mental | 0% |
Attack | -4.4408920985006E-14% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 44.805555453517 |
See Invisible | 56.805555453517 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid |
Offense: Mainhand
Damage | 48 |
Accuracy | 53 |
Crit Chance | 27% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 53 |
Crit Chance | 27% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 81 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Fire | +17% |
Blight | +7% |
Physical | +10% |
Mind | +60% |
All | 0% |
Offense: Damage Penetration
Mind | +35% |
Physical | +35% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 32.22 |
Spell Save | 30.68 |
Mental Save | 43 |
Defense: Resistances
Lightning | + 30%( 70%) |
Light | + 19%( 70%) |
Mind | + 53%( 70%) |
Cold | + 31%( 70%) |
Physical | + 18%( 70%) |
Fire | + 27%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Confusion Resistance | 65% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 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 660% 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
Psionic / Psychic Assault | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Dream Smith | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 58. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 62% (based on Cunning). Uses 31 power out of 24/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Resists +12% lightning Phys.save +14 (+5 eff.) Heal.mod +20% ---------- misc Light +7 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.9 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 289.34 mind damage and cripples the target's higher mental functions, reducing cunning by 21 and confusing (37% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Crit.mult +10.00% ----- def ----- Armour +1 Fatigue +1% Max.HP +100.00 HP.reg +2.00 Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.70 Max.stam +12.00 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. |
Tool | ![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+5 eff.) Fatigue -6% Resists +6% lightning Phys.save +6 (+2 eff.) Disease- +20% Stun/Frz- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Crit.mult +13.00% Spell.pwr +7 (+4 eff.) Dmg.mod +7% blight +7% fire Res.pen +25% physical Acc +10 (+5 eff.) ----- def ----- Defense +25 (+10 eff.) Resists +6% light Die.at -40.00 life Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 37 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 52 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. This item has been sent to the Item's Vault. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Dreamforge Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+5 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 75.18 mind damage, 54.98 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.71 mind and 4.90 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Cun +1 Con dps ---------- Res.pen +5% mind Melee Ret 2 lightning ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) Die.at -80.00 life Silence- +10% Teleport- +10% 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] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+5 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+3 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 6 turns. While Heroism is active, you will only die when reaching -210 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 420 life, 12 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 658% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 810% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 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 50 damage for 4 turns. 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +2 Mag dps ---------- Dmg.mod +6% mind ----- def ----- Resists +9% mind +12% temporal ---------- misc Light +2 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +12.00% Phys.pwr +20 (+6 eff.) Acc +27 (+13 eff.) Apr +12 ----- def ----- Resists +2% physical Crit.chn- 15.00% Phys.save +15 (+6 eff.) ---------- misc Max.stam +20.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +1 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +12% lightning +3% nature Acc +6 (+3 eff.) Melee Ret 2 mind Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning +9% light +3% arcane Melee Ret 4 light ----- def ----- Resists +22% lightning Phys.save +4 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +6 Defense +15 (+6 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +15% mind Res.pen +25% physical ----- def ----- Armour +4 Defense +15 (+6 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +11 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Nature/Psionic Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Str +6 Dex +5 Mag +4 Wil +4 Cun +6 Con Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Con +5 Wil dps ---------- Res.pen +7% physical Acc +5 (+2 eff.) Apr +6 ----- def ----- Max.HP +54.00 Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Melee Ret 4 arcane ----- def ----- Resists +2% physical +12% light +6% cold +12% fire +15% temporal Knockbk- +10% Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Hit.r1 +12 darkness On Crit.r2 +12 darkness While equipped: Stats +3 Con dps ---------- Res.pen +5% acid On Hit (Ranged): * 10% chance to reduce armor by 21% ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 96 life over 5 turns Puts all charms on 13 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 fire On Hit: * 20% chance to reduce all saves and defense by 43 * 20% chance to reduce strength, dexterity, and constitution by 11 While equipped: dps ---------- Spell.pwr +20 (+10 eff.) S.pwr/crit +6 Dmg.mod +18% fire Res.pen +10% arcane Phasing +30% On Hit (Ranged): * 10% chance to reduce all saves and defense by 43 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +15 fire While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +6 nature On Hit.r1 +20 fire While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +8% physical On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Resists +3% blight Disarm- +14% Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+6 eff.) S.pwr/crit +6 Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Arcane/Master/Steamtech Power 127% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +19% cold ---------- 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 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 107% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 11 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +18% cold Disease- +16% ---------- misc Talents +1 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! |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Cun +6 Lck dps ---------- Spell.pwr +4 (+2 eff.) Res.pen +15% arcane Melee Ret 2 arcane ----- def ----- Armour +7 Resists +5% arcane Mind.save +5 (+1 eff.) Stealth +7 ---------- misc T.Disarm +8 Infravis +4 Create a temporary shield that absorbs 170 damage Puts all charms on 19 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Melee Ret 2 mind ----- def ----- Spell.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Psi/ret +0.12 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +5 Cun +8 Lck dps ---------- Mind.crit +3% Dmg.mod +6% mind Melee Ret 6 light ----- def ----- Stealth +8 ---------- misc T.Disarm +13 Light +3 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil +1 Cun +2 Con dps ---------- Crit.mult +5.00% Mind.pwr +9 (+2 eff.) Res.pen +15% mind ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Defense +2 (+1 eff.) Resists +28% blight +9% cold +27% nature +6% acid HP.reg +7.00 Heal.mod +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Disrupt While equipped: Stats +4 Wil +3 Con dps ---------- Dmg.mod +18% nature On Melee Ret: * 3% chance to slow global speed by 72% * 5 arcane resource burn ----- def ----- Resists +6% light +16% nature +9% all Poison- +23% Disease- +22% ---------- misc Psi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +11% all ---------- misc Mana/turn +0.15 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +4 Fatigue +3% Blindside: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal Phys.save +9 (+4 eff.) Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: Stats +3 Cun dps ---------- Acc +5 (+2 eff.) On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness Spell.save +15 (+5 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 5 darkness Dmg.mod +5% arcane +3% darkness ----- def ----- Armour +2 Resists +6% darkness 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +7 Con dps ---------- Phys.crit +4.0% ----- def ----- Armour +3 Fatigue +5% Resists +7% fire +5% cold ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.crit +1.0% Spell.crit +2% Phys.pwr +20 (+6 eff.) Spell.pwr +5 (+3 eff.) Dmg.mod +12% physical Res.pen +15% acid Melee Ret 4 physical ----- def ----- Armour +1 Fatigue +1% Spell.save +3 (+1 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +12% blight Res.pen +15% light ----- def ----- Defense +1 (+0 eff.) Spell.save +7 (+2 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid +13% light +13% darkness A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Nature While equipped: Stats +5 Str +2 Con dps ---------- Dmg.mod +3% temporal +6% fire +6% physical Res.pen +15% physical Apr +3 ----- def ----- Armour +9 Defense +20 (+8 eff.) Fatigue +22% Max.HP +34.00 A suit of armour made of metal plates. |
![]() 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 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str +1 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Armour +2 Fatigue -4% Phys.save +6 (+2 eff.) Die.at -40.00 life ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +12% nature Res.pen +15% arcane Melee Ret 2 arcane ----- def ----- Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Spell.crit +1% Mind.crit +5% Phys.pwr +4 (+1 eff.) Spell.pwr +5 (+3 eff.) Mov.spd +10% Dmg.mod +3% cold Phasing +10% ---------- misc Vim/s.crit +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Defense +10 (+5 eff.) Resists +5% arcane +6% light Crit.chn- 15.00% Blind- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Mag +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% light Heal.mod +15% ---------- misc Max.vim +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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.(139 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +6% mind Res.pen +5% lightning ----- def ----- Resists +12% lightning ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 123 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +10% mind ----- def ----- Resists +6% acid +12% temporal ---------- misc Hate/m.crit +4.00 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 16 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Armour +8 Resists +4% physical Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 13 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +4 Str ----- def ----- Resists +5% arcane ---------- misc See.Invis +6 Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 565 Base Damage: 256 Armor: 17 All Resist: 12 Puts all charms on 16 cooldown 100% to increase the duration of 2 beneficial effects by 1. 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Dremlipsist the Drem Solipsist level 10
29th Voratun 122nd year of Ascendancy at 14:51 see stats
By Dremlipsist the Drem Solipsist level 25
26th Loss 122nd year of Ascendancy at 16:03 see stats
By Dremlipsist the Drem Solipsist level 24
10th Loss 122nd year of Ascendancy at 23:55 see stats
By Dremlipsist the Drem Solipsist level 25
13rd Loss 122nd year of Ascendancy at 16:23 see stats
By Dremlipsist the Drem Solipsist level 10
23rd Voratun 122nd year of Ascendancy at 14:42 see stats
By Dremlipsist the Drem Solipsist level 20
34th Profit 122nd year of Ascendancy at 05:56 see stats
By Dremlipsist the Drem Solipsist level 20
13rd Wealth 122nd year of Ascendancy at 20:57 see stats
By Dremlipsist the Drem Solipsist level 22
8th Loss 122nd year of Ascendancy at 13:31 see stats
By Dremlipsist the Drem Solipsist level 26
28th Loss 122nd year of Ascendancy at 00:32 see stats
By Dremlipsist the Drem Solipsist level 6
19th Voratun 122nd year of Ascendancy at 05:01 see stats
By Dremlipsist the Drem Solipsist level 24
11st Loss 122nd year of Ascendancy at 12:05 see stats
By Dremlipsist the Drem Solipsist level 21
39th Dearth 122nd year of Ascendancy at 13:28 see stats
By Dremlipsist the Drem Solipsist level 23
9th Loss 122nd year of Ascendancy at 16:26 see stats
By Dremlipsist the Drem Solipsist level 16
20th Profit 122nd year of Ascendancy at 17:25 see stats
Log
Dremlipsist killed Storm drake hatchling!
Talent Mind Sear is ready to use.
You pickup 0.95 gold pieces.
Dremlipsist uses Track.
Dremlipsist speeds up.
Dremlipsist uses Nightmare.
Dremlipsist's mind surges with critical power!
Shasshhiy'Kaish is lost in a nightmare.
Dremlipsist uses Inner Demons.
Shasshhiy'Kaish is plagued by inner demons!
Nightmare from Dremlipsist hits Shasshhiy'Kaish for 13 mind, 8 darkness (21 total damage).
Shasshhiy'Kaish casts Blood Lock.
Dremlipsist is blood locked.
Thought-forged bowman is blood locked.
Dremlipsist uses Waking Nightmare.
Dremlipsist's mind surges with critical power!
Shasshhiy'Kaish is lost in a nightmare.
Shasshhiy'Kaish casts Meteor Rain.
Dremlipsist converts some damage to Psi!
Shasshhiy'Kaish hits Thought-forged bowman for 223 physical, 214 fire (437 total damage).
Shasshhiy'Kaish hits Dremlipsist for 47 to psi, 70 physical, 102 to psi, 153 fire, 38 to psi, 57 physical, 97 to psi, 146 fire, 48 to psi, 71 physical, 1 to psi, 237 fire (1066 total damage).
Dremlipsist the level 26 drem solipsist was roasted to death by Shasshhiy'Kaish and used for her perverted desires on level 3 of Daikara.