












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 21 / 79% |
Size | medium |
Lifes / Deaths | Killed by Islurinor the bandit at level 21 on the 77th Dusk 122nd year of Ascendancy at 23:13 / 1 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 60 (base 45) |
Constitution | 25 (base 18) |
Magic | 19 (base 19) |
Willpower | 42 (base 10) |
Cunning | 55 (base 30) |
Resources
Life | -147/486 |
Mana | 237/380 |
Stamina | 230/270 |
Healing Factor | 1.3445178243369 |
Regeneration | 16.470343348127 |
Speed
Mental | +3.5083047578155E-12% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | +3.5083047578155E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 35.032874162149 |
See Invisible | 35.032874162149 |
Offense: Mainhand
Damage | 63 |
Accuracy | 64 |
Crit Chance | 18% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 64 |
Crit Chance | 27% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 16% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +10% |
Temporal | +9% |
Physical | +12% |
Arcane | +6% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Temporal | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 21 (51.69962066283%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 20 |
Mental Save | 45 |
Defense: Resistances
Acid | + 34%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 11%( 70%) |
All | + 6%( 70%) |
Darkness | + 9%( 70%) |
Light | + 43%( 70%) |
Temporal | + 14%( 70%) |
Fire | + 28%( 70%) |
Physical | + 11%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 31% |
Bleed Resistance | 20% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 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 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. * You've found the needed honey tree root. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil +2 Cun +2 Con dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +6% temporal Res.pen +10% temporal ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+5 eff.) Mind.save +11 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Rare] Psionic Power 140% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +21 darkness +4 mind Against +15% Living On Hit.r1 +8 mind On Crit.r2 +20 lightning +8 mind On Hit: * 20% chance to reduce all saves and defense by 28 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 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.(99 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +5% Resists +3% darkness +5% arcane Blind- +10% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Con dps ---------- Spell.crit +1% Phys.pwr +15 (+5 eff.) Dmg.mod +6% arcane Res.pen +15% arcane Acc +16 (+4 eff.) ----- def ----- Armour +2 ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 68 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +7 Wil +8 Cun dps ---------- Dmg.mod +15% acid +3% fire +3% temporal Res.pen +5% temporal Acc +8 (+2 eff.) ----- def ----- Resists +30% acid +3% fire +9% temporal Mind.save +14 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Max.HP +49.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 243 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Defense +20 (+5 eff.) Resists +9% fire +6% cold Mind.save +6 (+2 eff.) HP.reg +4.00 Cut- +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +6% physical Acc +7 (+2 eff.) Melee Ret 4 acid ----- def ----- Defense +6 (+2 eff.) Disarm- +31% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Melee Ret 4 cold On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Defense +21 (+5 eff.) Resists +10% light +12% fire Stealth +6 Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +7 Cun +4 Dex ----- def ----- Armour +13 Defense +23 (+6 eff.) Fatigue +8% Mind.save +12 (+4 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. 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 Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. 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. |
![]() 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 Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [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 and mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 107 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +4 Wil dps ---------- Dmg.mod +12% mind Res.pen +15% mind ----- def ----- Resists +15% mind +3% darkness Max.HP +20.00 Confus- +35% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +21% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +21% lightning ----- def ----- Resists +45% lightning +6% darkness +7% nature +9% blight Poison- +13% Disease- +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Ego] Nature/Master Power 119% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +25% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 111% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Impotence 3 While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Nature Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit.r2 +12 lightning +13 cold While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Mov.spd +34% Res.pen +9% lightning +12% cold Melee Ret 2 physical On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Armour +4 Resists +12% blight +9% lightning Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +10 (+3 eff.) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Disrupt/Master Power 148% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 14% chance to slow global speed by 55% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Nature/Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +12 Con +12 Wil dps ---------- Res.pen +7% physical Acc +12 (+3 eff.) Apr +7 ----- def ----- Max.HP +44.00 Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +20 cold On Hit.r1 +4 acid While equipped: Stats +5 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Resists +3% blight +3% lightning +3% light +6% nature Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit: * 10% chance to reduce armor by 24% While equipped: Stats +5 Str +5 Cun dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Resists +9% lightning +9% light Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Res.pen +11% all Acc +12 (+3 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +14 acid While equipped: dps ---------- Dmg.mod +17% acid Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +19.00 HP.reg +1.10 ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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.) Dmg.mod +4% mind Res.pen +4% mind ----- def ----- Resists +4% mind Dmg.Resnn +8% ---------- misc Psi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane/Nature 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 +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Armour +2 Hardiness +5% Defense +6 (+2 eff.) Phys.save +3 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 55.94 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% arcane Res.pen +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +4.5% Atk.spd 100% Phasing +12% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 temporal While equipped: ----- def ----- Resists +7% temporal One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Dmg.mod +3% arcane +18% cold ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Mag +5 Cun +5 Lck dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Stealth +6 ---------- misc T.Disarm +5 Light +1 Infravis +4 See.Invis +15 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil +5 Mag dps ---------- Crit.mult +5.00% Spell.pwr +5 (+3 eff.) S.pwr/crit +2 Dmg.mod +12% arcane ---------- misc Mana/turn +0.10 Max.mana +24.00 A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +2 Dex +7 Con dps ---------- Dmg.mod +16% fire +6% nature +13% cold ----- def ----- Resists +24% fire +19% cold +9% all Crit.chn- 15.00% Poison- +28% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% nature On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +3% darkness +5% arcane +9% all Phys.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+8 eff.) Dmg.mod +10% blight +8% all Res.pen +5% blight +15% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Resists +10% blight +11% all Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% light ----- def ----- Resists +21% light +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +4 (+2 eff.) Dmg.mod +7% temporal +17% arcane +13% darkness ----- def ----- Resists +19% darkness +11% all ---------- misc Max.mana +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +8% nature +12% physical ----- def ----- Resists +7% all +12% physical Poison- +22% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Resists +15% lightning +6% fire +5% arcane +6% cold Crit.chn- 15.00% Heal.mod +15% Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Wil +8 Con dps ---------- Phys.crit +2.0% Phys.pwr +15 (+5 eff.) Acc +25 (+7 eff.) ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Con dps ---------- Dmg.mod +3% arcane Melee Ret 6 arcane ----- def ----- Armour +3 Resists +9% nature Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +15% lightning Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +3 Resists +12% lightning Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Disengage: Puts all charms on 13 cooldown Level 3.9 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 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 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +4 Mag dps ---------- Spell.pwr +15 (+8 eff.) S.pwr/crit +4 Acc +15 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning ---------- misc Mana/turn +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +11 Str +2 Dex +2 Mag +8 Cun ----- def ----- Armour +2 Crit.chn- 10.00% Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +16 (+4 eff.) On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +13 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +5 Con ----- def ----- Armour +8 Hardiness +5% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +7 Wil +4 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +3 Fatigue +3% Phys.save +17 (+8 eff.) A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Apr +2 ----- def ----- Defense +2 (+1 eff.) Resists +23% lightning +14% temporal ---------- misc Max.psi +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +25% blight ----- def ----- Armour +8 Defense +10 (+3 eff.) Fatigue +3% Resists +9% darkness +6% fire Knockbk- +20% ---------- misc Infravis +2 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +7 Cun +4 Con dps ---------- Dmg.mod +12% physical Res.pen +20% mind Apr +8 ----- def ----- Armour +4 Fatigue +4% Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) Dmg.mod +6% fire Melee Ret 6 nature ----- def ----- Defense +2 (+1 eff.) Resists +12% light +6% fire ---------- misc Psi/turn +0.21 Light +1 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +4 Wil +1 Con dps ---------- Res.pen +20% mind Melee Ret 4 mind 4 temporal ----- def ----- Armour +4 Fatigue +4% Resists +16% mind Mind.save +12 (+4 eff.) Confus- +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Crit.mult +5.00% Dmg.mod +3% physical ----- def ----- Armour +5 Fatigue +1% Resists +6% cold ---------- misc Max.stam +10.00 Breathe water A cap made of leather. |
![]() 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% lightning +11% light +10% darkness A suit of armour made of mail. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +15% blight Melee Ret 4 blight ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +7% Resists +18% lightning +3% light +3% blight Max.HP +34.00 HP.reg +3.70 Heal.mod +10% A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Arcane/Master While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +5% mind ----- def ----- Armour +22 Fatigue +22% Resists +6% acid +7% physical +16% temporal +7% fire +7% lightning +5% cold 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 +18 Fatigue +16% Phys.save +7 (+3 eff.) 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +7% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +25% mind ----- def ----- Mind.save +6 (+2 eff.) Max.HP +43.00 ---------- misc Max.hate +4.00 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +9% lightning +4% physical Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 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. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +13% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 74 lightning damage and will be dazed for 1 turn (374 total damage) Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Kira the Cornac Shadowblade level 10
9th Mirth 122nd year of Ascendancy at 04:55 see stats
By Kira the Cornac Shadowblade level 20
60th Dusk 122nd year of Ascendancy at 14:09 see stats
By Kira the Cornac Shadowblade level 6
1st Mirth 122nd year of Ascendancy at 12:01 see stats
By Kira the Cornac Shadowblade level 18
28th Dusk 122nd year of Ascendancy at 22:28 see stats
By Kira the Cornac Shadowblade level 15
9th Dusk 122nd year of Ascendancy at 22:45 see stats
By Kira the Cornac Shadowblade level 18
27th Dusk 122nd year of Ascendancy at 22:45 see stats
By Kira the Cornac Shadowblade level 17
22nd Dusk 122nd year of Ascendancy at 09:44 see stats
Log
Ghoul is disarmed!
Kira hits Ghoul for 23 darkness damage.
Ghoul uses Stun.
Ghoul misses Kira.
Kira uses Flurry.
Kira performs a melee critical strike against Ghoul!
Ghoul slows down.
Kira performs a melee critical strike against Ghoul!
Kira hits Ghoul for 24 physical, 9 light, 9 darkness, 13 physical, 9 light, 9 darkness, 37 physical, 9 light, 9 darkness, 11 physical, 9 light, 9 darkness, 26 physical, 9 light, 9 darkness, 19 physical, 9 light, 9 darkness (237 total damage).
Kira performs a melee critical strike against Ghoul!
Kira hits Ghoul for 38 physical, 9 light, 9 darkness, 28 physical, 9 light, 9 darkness (102 total damage).
Kira reacts to damage from Something, mitigating the blow!.
Kira is not dazed anymore.
Ghoul misses Kira.
Something hits Kira for (23 reacted , -4 stam), 81 blight (81 total damage).
Kira reacts to an attack from Islurinor the bandit's Steady Shot, mitigating the blow!.
Islurinor the bandit's Steady Shot hits Kira for (49 reacted , -4 stam), 144 physical, 15 arcane, 4 fire (163 total damage).
You collect a new ingredient: chunk of ghoul flesh (1).
Kira hits Ghoul for 89 physical, 18 light, 23 darkness, 43 physical (172 total damage).
Kira killed Ghoul!
Islurinor the bandit uses Headshot.
Islurinor the bandit's Headshot performs a ranged critical strike against Kira!
Kira reacts to an attack from Islurinor the bandit's Headshot, mitigating the blow!.
Kira is recovering from the damage!
Kira's fades into the shadows.
Islurinor the bandit's Headshot hits Kira for (153 reacted , -4 stam), 453 physical (453 total damage).
Kira the level 21 cornac shadowblade was dissected to death by Islurinor the bandit on level 1 of The Maze.