












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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.
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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 22 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 22 on the 5th Allure 123rd year of Ascendancy at 10:54 / 1 |
Primary Stats
| Strength | 28 (base 22) |
| Dexterity | 54 (base 41) |
| Constitution | 36 (base 27) |
| Magic | 16 (base 10) |
| Willpower | 37 (base 15) |
| Cunning | 61 (base 23) |
Resources
| Life | -140/616 |
| Stamina | 217/290 |
| Healing Factor | 1.4379202340232 |
| Regeneration | 11.862841930692 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 40.882121981944 |
| See Invisible | 43.882121981944 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 62 |
| Crit Chance | 35% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 62 |
| Crit Chance | 30% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Lightning | +25% |
| Nature | +20% |
| Fire | +25% |
| Darkness | +6% |
| Arcane | +25% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Physical | +15% |
| Cold | +25% |
| Arcane | +35% |
| Fire | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 30.335093952971 (47.857809501309%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 22 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 21%( 70%) |
| Nature | + 16%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 6%( 70%) |
| Mind | + 7%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 298.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. |
| 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 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cunning / Poisons | 2.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Adventure / Partner | 1.00 |
| 0/8 |
| 0/17 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Jimmy. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by snow giant. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Willpower 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Layewyn' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str +3 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +3 Fatigue -8% Resists +6% blight +3% nature +12% light Phys.save +8 (+4 eff.) ---------- misc Max.enc +32 See.Invis +3 A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 67.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 67.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Cuthiruifast (6 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +3 Wil +10 Cun +4 Con dps ---------- Res.pen +10% arcane Acc +5 (+2 eff.) Apr +6 On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +5% Resists +10% nature Spell.save +6 (+3 eff.) Max.HP +84.00 Heal.mod +13% A cap made of leather. |
| On hands | Analabers the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +1 Dex +5 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +15% physical ----- def ----- Armour +2 Resists +3% blight +2% physical ---------- 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 | Glimmernull [power 260] (13/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +9% physical ----- def ----- Resists +3% acid +6% light +3% mind +6% lightning Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +44.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 0/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (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 | Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Shadewing the steel dagger (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 10 physical ---------- misc Stam/turn +3.00 Max.stam +30.00 Sharp, short and deadly. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | enlightening dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +8% Phys.save +7 (+4 eff.) Mind.save +13 (+7 eff.) A suit of armour made of mail. |
Inventory
shielding rune (absorb 55; dur 3; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 55 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
marksman's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +16 (+4 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +7 (+5 eff.) Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Blind- +23% ---------- misc Infravis +4 See.Stealth +7 See.Invis +8 Rings make your fingers look great! |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
acidic steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
balanced iron dagger of erosion (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
flaming iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, short and deadly. |
steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
thought-forged steel dagger of erosion (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 mind +5 nature On Hit: * 14% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
truestriking steel dagger of projection (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +8% physical Acc +7 (+2 eff.) Apr +5 Sharp, short and deadly. |
dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
ranger's yew longbow of dexterity (+9)4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +9 Dex dps ---------- Res.pen +11% physical Longbows are used to shoot arrows at your foes. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
steel longsword 'Satyrcutter' (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 51% Sharp, long, and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 205.90 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
harmonious pulsing mindstar of balance (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +2% nature Res.pen +5% nature ----- def ----- Resists +4% nature Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
thorny mindstar (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
stormbringer's hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +22 lightning +5 cold While equipped: dps ---------- Mov.spd +22% Res.pen +7% lightning +7% cold +7% all Acc +10 (+3 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
iron waraxe of erosion (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
thought-forged iron waraxe (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 24 While equipped: Stats +1 Cun +2 Wil One-handed war axes. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 19.17 to 57.50 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
rough leather belt 'Pitchwild'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% acid +20% fire Against +16% Summoned ----- def ----- Resists +3% acid +3% darkness D.Red.from +17% Summoned A belt that goes around your waist. |
Lightningclash the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Mind.crit +4% Res.pen +15% lightning ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Skynaught' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +24% lightning Res.pen +5% nature ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +3% lightning +5% arcane +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +16.00% Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +2 (+1 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the hunter (2 def, 6 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +18 (+5 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue -4% Resists +13% cold Max.HP +45.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+8 eff.) Dmg.mod +5% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +11% all Mind.save +18 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of blight (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +5% cold ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Glaciertrencher' (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Wil dps ---------- Spell.crit +5% Dmg.mod +6% cold Phasing +30% ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+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. |
Firedare (0 def, 5 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% fire ----- def ----- Armour +5 Fatigue +3% Resists +18% fire ---------- misc Stam/ret +1.90 Equi/ret +1.30 Infravis +2 A cap made of leather. |
Glintspire the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +3% nature Melee Ret 8 light 2 darkness ----- def ----- Armour +3 Fatigue +3% Resists +9% light ---------- misc Light +3 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat of frost (+7%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Defense +2 (+1 eff.) Resists +7% blight +18% cold +6% nature A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Galulen the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str dps ---------- Apr +1 ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% arcane +9% temporal Spell.save +17 (+8 eff.) Mind.save +3 (+2 eff.) Knockbk- +20% ---------- misc Max.stam +30.00 A suit of armour made of mail. |
enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+6 eff.) Max.HP +28.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of mail. |
Isumina the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +3% acid ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% arcane +6% acid Spell.save +18 (+9 eff.) Confus- +10% ---------- misc Max.psi +50.00 A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% fire HP.reg +2.70 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
rejuvenating rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% fire HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +32.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
Emelrawyn the dwarven-steel shield (20 def, 9 armour, 121 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +9 Defense +20 (+7 eff.) Fatigue +8% Resists +6% darkness +11% temporal Blind- +20% Disarm- +20% ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (221) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Kikan (0 def, 10 armour, 219 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Mag +2 Wil +2 Cun dps ---------- Melee+ 6 acid On shield block: * Cause enemies within radius 6 to bleed for 170 physical damage over 5 turns (1/turn) Melee Ret 20 acid ----- def ----- Armour +10 Fatigue +8% Resists +20% nature +13% blight Max.HP +115.00 ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
Yvitha the dwarven-steel shield (0 def, 15 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +15 Fatigue +8% Resists +21% acid ---------- misc Max.stam +30.00 Talents +1 Block Handheld deflection devices. |
quiver of yew arrows (23/23, 36-50 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 35.5 - 49.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
storming quiver of yew arrows (18/18, 30-42 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +27 lightning On Crit.r2 +14 lightning Arrows are used with bows to pierce your foes to death. |
5 agate0.0 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 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. |
8 spinel0.0 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. |
alchemist's lamp 'Glaciermortal'1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Mind.pwr +10 (+4 eff.) Dmg.mod +6% light +12% cold ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Dimbone'2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Apr +3 ----- def ----- Resists +3% darkness Die.at -20.00 life ---------- 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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 9 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
evasive elm totem of summon tentacle [power 105] (13/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 213 Base Damage: 110 Armor: 2 All Resist: 4 Puts all charms on 25 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 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. |
focusing ash wand of shielding [power 188] (13/20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 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. |
7 ametrine0.0 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. |
5 citrine0.0 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. |
9 zircon0.0 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Jimmy the Cornac Rogue level 17
75th Dusk 122nd year of Ascendancy at 05:54 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Jimmy the Cornac Rogue level 18
18th Haze 122nd year of Ascendancy at 17:33 see stats
Level 10 (Roguelike)
Got a character to level 10.By Jimmy the Cornac Rogue level 10
10th Mirth 122nd year of Ascendancy at 00:18 see stats
Level 20 (Roguelike)
Got a character to level 20.By Jimmy the Cornac Rogue level 20
22nd Haze 122nd year of Ascendancy at 07:45 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Jimmy the Cornac Rogue level 18
4th Haze 122nd year of Ascendancy at 03:34 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Jimmy the Cornac Rogue level 21
70th Haze 122nd year of Ascendancy at 22:12 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Jimmy the Cornac Rogue level 19
20th Haze 122nd year of Ascendancy at 08:01 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Jimmy the Cornac Rogue level 19
21st Haze 122nd year of Ascendancy at 02:04 see stats
Log
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Rain of Fire hits Jimmy for 45 cold, 45 cold (91 total damage).
Rain of Fire hits Armoured skeleton warrior for 18 cold, 18 cold (36 total damage).
Lisurana the skeleton magus casts Flame.
Jimmy is on fire!
Lisurana the skeleton magus's Flame hits Jimmy for 171 cold damage.
Jimmy activates his Glimmernull!
Jimmy hits Jimmy for 374 healing, 60 healing (0 total damage) [434 healing].
Armoured skeleton warrior uses Overpower.
Jimmy resists the knockback!
Melee retaliation hits Armoured skeleton warrior for 2 fire, 2 cold, 3 lightning, 3 arcane (10 total damage).
Melee retaliation hits Armoured skeleton warrior for 3 fire, 2 cold, 3 lightning, 3 arcane, 3 fire, 2 cold, 3 lightning, 3 arcane, 3 fire, 2 cold, 3 lightning, 3 arcane (31 total damage).
Burning from Lisurana the skeleton magus hits Jimmy for 57 cold damage.
Armoured skeleton warrior hits Jimmy for (20 parried), 101 cold, 0 physical (101 total damage).
Armoured skeleton warrior hits Jimmy for (20 parried), 155 cold, 18 cold, 24 cold, 63 cold, 59 cold (319 total damage).
Jimmy burns with dark flames.
Rain of Fire hits Jimmy for 45 cold, 45 cold (91 total damage).
Rain of Fire hits Armoured skeleton warrior for 18 cold, 18 cold (36 total damage).
Jimmy receives 309 healing.
Lisurana the skeleton magus casts Manathrust.
Lisurana the skeleton magus hits Jimmy for 262 cold damage.
Melee retaliation hits Armoured skeleton warrior for 2 fire, 2 cold, 3 lightning, 3 arcane (10 total damage).
Burning from Lisurana the skeleton magus hits Jimmy for 57 cold damage.
Only Ashes Left from Lisurana the skeleton magus hits Jimmy for 54 cold damage.
Armoured skeleton warrior hits Jimmy for 135 cold damage.
Jimmy the level 22 cornac rogue was iced to death by an armoured skeleton warrior on level 4 of Dreadfell.































































































































