Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Rogue |
Level / Exp | 23 / 40% |
Size | big |
Lifes / Deaths | Killed by Gyvena the brown bear at level 23 on the 2nd Haze 122nd year of Ascendancy at 02:10 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 44 (base 27) |
Dexterity | 54 (base 35) |
Constitution | 33 (base 10) |
Magic | 16 (base 10) |
Willpower | 34 (base 12) |
Cunning | 90 (base 47) |
Resources
Life | -58/636 |
Stamina | 178/251 |
Equilibrium | 30 |
Healing Factor | 1.4289294477288 |
Regeneration | 0.3572323619322 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 47.715056002026 |
See Invisible | 47.715056002026 |
Offense: Mainhand
Damage | 56 |
Accuracy | 48 |
Crit Chance | 29% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 48 |
Crit Chance | 27% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +3% |
Cold | +11% |
All | 0% |
Darkness | +49% |
Light | +10% |
Physical | +6% |
Mind | +15% |
Nature | +27% |
Offense: Damage Penetration
Arcane | +10% |
Lightning | +6% |
Cold | +9% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 24 (68.594633868923%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 23 |
Mental Save | 45 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 48%( 70%) |
All | + 18%( 70%) |
Darkness | + 33%( 70%) |
Light | + 45%( 70%) |
Temporal | + 21%( 70%) |
Lightning | + 33%( 70%) |
Fire | + 28%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 33% |
Instadeath Resistance | 100% |
Disarm Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | 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 talent Unflinching Resolve (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Maze and vanquished the Horned Horror. * 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed pouch of bone giant dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | Duathelrage the pair of iron boots (0 def, 3 armour) Duathelrage the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +15% darkness Res.pen +10% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +2% Resists +12% lightning 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 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.(89 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Hurytir the Sunpower (1 def, 0 armour) Hurytir the Sunpower (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +3% light +9% nature +16% cold +5% arcane +9% fire A pointy cloth hat, very wizardly... |
On hands | Erelibers the Deepsraider (0 def, 2 armour) Erelibers the Deepsraider (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Dmg.mod +24% darkness Acc +7 (+3 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +15% darkness +3% fire Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +16 Crit +8.0% Atk.spd 83% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Salylekira the Bloomshine [power 170] (13 cooldown) Salylekira the Bloomshine [power 170] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% nature Res.pen +10% nature Phasing +30% ----- def ----- Resists +6% acid +6% nature ---------- misc Max.mana +40.00 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to heal for 41. Natural totems are made by powerful wilders to store nature power. |
On fingers | Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | marksman's copper ring of clarity marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
Around neck | Poleriminn the steel amulet Poleriminn the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Cun +3 Con ----- def ----- Resists +6% lightning +3% temporal +3% darkness Disarm- +10% Amulets make your neck look great! |
In main hand | Betukira (14-18 power, 6 apr) Betukira (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 10 arcane resource burn While equipped: Stats +4 Str +5 Dex +5 Mag +4 Wil +5 Cun +5 Con ----- def ----- Armour +4 Resists +3% blight Die.at -40.00 life Cut- +10% Disarm- +20% Sharp, short and deadly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 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. |
In off hand | steel longsword 'Geda' (14-19 power, 3 apr) steel longsword 'Geda' (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 lightning +9 cold While equipped: Stats +8 Str +5 Dex +3 Mag +5 Wil +5 Cun +6 Con dps ---------- Mind.crit +2% Mov.spd +22% Dmg.mod +3% arcane +6% physical Res.pen +6% lightning +9% cold +10% arcane Acc +7 (+3 eff.) ---------- misc Equi/ret +0.08 Max.psi +30.00 Sharp, long, and deadly. |
Cloak | marshal's linen cloak of mindcraft (1 def, 0 armour) marshal's linen cloak of mindcraft (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the psychic (heal 109; cd 11) healing infusion of the psychic (heal 109; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 72; cd 13) healing infusion of the wizard (heal 72; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -157; dur 6; cd 28) heroism infusion (die at -157; dur 6; cd 28)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -157 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 314 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -327; dur 6; cd 29) heroism infusion of the duelist (die at -327; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -327 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 654 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 593%; cd 11) movement infusion of the duelist (speed 593%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 593% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 821%; cd 11) movement infusion of the sneak (speed 821%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 821% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 176; 15 cd) regeneration infusion of the psychic (heal 176; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 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 176 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 200; 12 cd) regeneration infusion of the psychic (heal 200; 12 cd)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 Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 200 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 366; 14 cd) regeneration infusion of the sneak (heal 366; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 366 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. |
regeneration infusion of the warrior (heal 278; 13 cd) regeneration infusion of the warrior (heal 278; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 278 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 26%; magical; dur 2; cd 12) wild infusion of the duelist (res 26%; magical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 25%; mental; dur 3; cd 13) wild infusion of the warrior (res 25%; mental; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Lelyredin the steel amulet Lelyredin the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +3 Dex ----- def ----- Resists +27% fire +26% cold ---------- misc Infravis +3 See.Invis +6 Amulets make your neck look great! |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
insulating steel amulet of mastery (0.18 Cunning / Scoundrel) insulating steel amulet of mastery (0.18 Cunning / Scoundrel)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% fire +12% cold ---------- misc Masteries +0.18 Cunning/Scoundrel Amulets make your neck look great! |
steel amulet of the eclipse steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 7 light 6 darkness Dmg.mod +5% light +6% darkness On Melee Ret: * 5% chance to reduce damage dealt by 22% * 6% chance to blind Amulets make your neck look great! |
Getysatir Getysatir0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid +3% nature +6% blight ---------- misc Max.hate +2.00 Max.psi +40.00 Rings make your fingers look great! |
Isadhenn the Glowkill Isadhenn the Glowkill0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +13% blight Res.pen +15% blight ----- def ----- Defense +4 (+2 eff.) Resists +13% blight +3% light Mind.save +6 (+2 eff.) Confus- +20% ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
psionicist's steel ring of lightning (+22%) psionicist's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of the mind (+11%) rogue's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +6 (+2 eff.) Resists +11% mind Rings make your fingers look great! |
Gloomwasp (24-35 power, 2 apr) Gloomwasp (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 23.5 - 35.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +4 physical While equipped: Stats +10 Con +10 Wil dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +6% darkness Melee Ret 4 darkness ----- def ----- Armour +8 Resists +3% physical Max.HP +16.00 Massive two-handed battleaxes. |
dwarven-steel dagger of persecution (20-26 power, 7 apr) dwarven-steel dagger of persecution (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +14% Unnatural While equipped: Stats +3 Wil Sharp, short and deadly. |
thought-forged steel dagger of dampening (12-16 power, 6 apr) thought-forged steel dagger of dampening (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Psionic Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind On Hit: * 14% chance to reduce all saves and defense by 27 While equipped: Stats +2 Cun +2 Wil ----- def ----- Resists +8% acid +8% lightning +7% cold +8% fire +4% all Spell.save +6 (+3 eff.) Sharp, short and deadly. |
thought-forged steel dagger of massacre (18-24 power, 6 apr) thought-forged steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind On Hit: * 12% chance to reduce all saves and defense by 27 While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
Bethoserin the steel mace (15-21 power, 3 apr) Bethoserin the steel mace (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.pwr +15 (+9 eff.) Dmg.mod +3% blight Res.pen +34% physical Acc +24 (+8 eff.) Apr +9 ----- def ----- Defense +10 (+4 eff.) Blunt and deadly. |
stralite mace 'Aeryrain' (38-53 power, 5 apr) stralite mace 'Aeryrain' (38-53 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature Power 38.0 - 53.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +8 nature On Crit.r2 +24 acid +21 fire +5 nature While equipped: dps ---------- All.spd +5% Res.pen +9% acid +17% fire +11% nature Apr +6 Melee Ret 4 acid ----- def ----- Resists +9% nature +6% cold Blunt and deadly. |
harmonious thorny mindstar (10-11 power, 24 apr, nature damage) harmonious thorny mindstar (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature Res.pen +5% nature ----- def ----- Resists +2% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.20 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. |
nature's thorny mindstar of sand (8-9 power, 24 apr, mind damage) nature's thorny mindstar of sand (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 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 (+2 eff.) Melee+ 7 physical Dmg.mod +2% nature +6% physical Res.pen +6% physical ----- def ----- Resists +2% blight +7% physical Disease- +12% ---------- 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. |
resonating thorny mindstar of venom (8-8 power, 24 apr, mind damage) resonating thorny mindstar of venom (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 7.5 - 8.2 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 (+2 eff.) Melee+ 9 acid Dmg.mod +4% mind +9% acid Res.pen +3% mind +7% acid ----- def ----- Resists +2% mind +9% acid Dmg.Resnn +5% HP.reg +2.00 ---------- misc Psi/ret +0.60 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. |
wrathful mossy mindstar of balance (2-3 power, 12 apr, mind damage) wrathful mossy mindstar of balance (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +2 (+0 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 Hate/m.crit +2.00 Psi/m.crit +1.00 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. |
Manigomnir (30-36 power, 6 apr, fire element) Manigomnir (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Mind.crit +2% Crit.mult +24.00% Spell.pwr +37 (+20 eff.) Mind.pwr +20 (+6 eff.) Melee+ 28 fire Dmg.mod +30% fire Res.pen +15% temporal Melee Ret 4 temporal ----- def ----- Armour +6 Defense +6 (+2 eff.) Disease- +15% ---------- misc Mana/turn +0.33 See.Invis +10 Wards +2 fire Talents +3 Ward +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. It was changed by the digestive sack. |
cruel ash magestaff of fate (15-18 power, 3 apr, arcane element) cruel ash magestaff of fate (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +6 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Phys.save +5 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
overgrown stralite steamgun of dampening overgrown stralite steamgun of dampening4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Overgrowth 4 Uses 2.0 Steam While equipped: ----- def ----- Resists +9% acid +8% lightning +11% cold +10% fire +5% all Spell.save +8 (+4 eff.) HP.reg +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Velumira the steel waraxe (17-24 power, 3 apr) Velumira the steel waraxe (17-24 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 physical While equipped: dps ---------- Res.pen +15% physical +8% all Acc +10 (+4 eff.) Apr +7 ----- def ----- Resists +3% fire +1% physical Mind.save +6 (+2 eff.) ---------- misc Max.stam +30.00 One-handed war axes. |
thought-forged iron waraxe of dampening (10-15 power, 2 apr) thought-forged iron waraxe of dampening (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Disrupt/Psionic Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 mind On Hit: * 11% chance to reduce all saves and defense by 27 While equipped: Stats +2 Cun +1 Wil ----- def ----- Resists +8% acid +7% lightning +8% cold +7% fire +3% all Spell.save +5 (+3 eff.) One-handed war axes. |
Umbrastrider the hardened leather belt Umbrastrider the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% cold Res.pen +5% darkness ----- def ----- Resists +3% acid +6% temporal +5% arcane +6% darkness Phys.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Venompanic Venompanic1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 4 acid 2 nature ----- def ----- Resists +6% lightning +3% acid +6% fire +9% nature +6% cold A belt that goes around your waist. |
cashmere robe of corrosion (+25%) (0 def, 0 armour) cashmere robe of corrosion (+25%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +17% acid ----- def ----- Resists +25% acid +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe (0 def, 0 armour) dreamer's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% darkness +10% mind +9% all Phys.save +10 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of the mountain (+11%) (0 def, 0 armour) linen robe of the mountain (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Stormrend (0 def, 3 armour) Stormrend (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +12% nature ----- def ----- Armour +3 Fatigue -5% Resists +24% lightning +12% cold +5% arcane Max.HP +39.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
Tarrasagas the Duskriver (0 def, 1 armour) Tarrasagas the Duskriver (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% physical Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
Turelahir (0 def, 1 armour) Turelahir (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Acc +15 (+5 eff.) ----- def ----- Armour +1 Resists +6% lightning +6% fire +5% arcane +9% cold A pair of boots made of leather. |
Velibeth (0 def, 3 armour) Velibeth (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% nature +3% acid Crit.chn- 5.00% Phys.save +7 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xolewyn the pair of rough leather boots (4 def, 1 armour) Xolewyn the pair of rough leather boots (4 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +1 Defense +4 (+2 eff.) Resists +3% mind +3% light Crit.chn- 10.00% Evasion: (Instant) Puts all charms on 25 cooldown Level 5.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) 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. |
pair of rough leather boots 'Layura' (10 def, 3 armour) pair of rough leather boots 'Layura' (10 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +20.00% Phys.pwr +10 (+4 eff.) On Hit (Melee): * 10% chance to reduce armor by 19% ----- def ----- Armour +3 Defense +10 (+4 eff.) Phys.save +6 (+3 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
Falosta (10 def, 1 armour) Falosta (10 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +10 (+4 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +1 Defense +10 (+4 eff.) Resists +5% arcane HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lorigund the Lightningwind (0 def, 2 armour) Lorigund the Lightningwind (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +2 Melee+ 8 cold Dmg.mod +3% lightning +5% cold +9% blight Res.pen +10% arcane ----- def ----- Armour +2 Resists +7% cold Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Kurebers' (10 def, 2 armour) dwarven-steel gauntlets 'Kurebers' (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Wil +8 Con dps ---------- Melee Ret 6 arcane ----- def ----- Armour +2 Defense +10 (+4 eff.) Fatigue +3% Disarm- +26% ---------- misc Stam/turn +1.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Disarm 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Murkbearer' (0 def, 2 armour) hardened leather gloves 'Murkbearer' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% mind ----- def ----- Armour +2 Resists +6% cold +5% arcane +12% darkness Spell.save +6 (+3 eff.) HP.reg +6.00 ---------- misc Stam/turn +0.50 Max.stam +18.00 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betotira (0 def, 7 armour) Betotira (0 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +7 Fatigue +1% HP.reg +4.00 Stun/Frz- +20% A cap made of leather. |
Bogquick the linen wizard hat (1 def, 0 armour) Bogquick the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% light Res.pen +5% light +5% nature On Hit (Melee): * 20% chance to slow global speed by 54% * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +6% nature A pointy cloth hat, very wizardly... |
Iveyalle (0 def, 1 armour) Iveyalle (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% mind Melee Ret 6 acid ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +3% darkness +6% light A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Rhiromigorn the Blindfury (1 def, 0 armour) Rhiromigorn the Blindfury (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% light +3% cold Res.pen +15% mind +10% light ----- def ----- Defense +1 (+1 eff.) Resists +6% light Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Siluvea (0 def, 4 armour) Siluvea (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +15% blight Res.pen +10% blight ----- def ----- Armour +4 Fatigue +4% Resists +3% blight +8% cold +18% darkness ---------- misc Infravis +4 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing rough leather cap of strength (+3) (0 def, 1 armour) cleansing rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A cap made of leather. |
iron helm 'Gleamfury' (0 def, 3 armour) iron helm 'Gleamfury' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% fire Res.pen +15% light Melee Ret 2 blight ----- def ----- Armour +3 Fatigue +5% Resists +9% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Lustretreason' (1 def, 0 armour) linen wizard hat 'Lustretreason' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +20% fire Melee Ret 6 light 8 lightning ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning +18% fire ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Unrodekor the Cracklesting (6 def, 4 armour) Unrodekor the Cracklesting (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning +10% physical Melee Ret 2 physical ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% lightning A suit of armour made of leather. |
enlightening cured leather armour (6 def, 4 armour) enlightening cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Mind.save +11 (+4 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour) rejuvenating 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% HP.reg +3.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Branedurain the steel plate armour (0 def, 9 armour) Branedurain the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +8 Wil ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +17% darkness +15% light Spell.save +6 (+3 eff.) Max.HP +60.00 ---------- misc Light +1 A suit of armour made of metal plates. |
Urthugund the Lightripper (0 def, 9 armour) Urthugund the Lightripper (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light Res.pen +15% light Melee Ret 8 light ----- def ----- Armour +9 Fatigue +22% Resists +9% cold +5% mind +6% light Mind.save +11 (+4 eff.) A suit of armour made of metal plates. |
302 alchemist agate 302 alchemist agate0.0 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. |
4 aquamarine 4 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. |
9 opal 9 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 topaz 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. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe 'Hanethel' (dig speed 29 turns) iron pickaxe 'Hanethel' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +9% acid +6% physical ----- def ----- Defense +15 (+5 eff.) Resists +6% acid ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
spinel 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. |
Dairodan the Shadejustice Dairodan the Shadejustice1.0 T3 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Res.pen +5% all Apr +7 ----- def ----- Resists +9% darkness ---------- misc Max.hate +6.00 Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Sparkbraze' alchemist's lamp 'Sparkbraze'1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% nature +24% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +3% all Spell.save +7 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Arcwoe' brass lantern 'Arcwoe'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% lightning Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Max.HP +40.00 ---------- 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 'Gelaith' brass lantern 'Gelaith'2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +15% physical Melee Ret 4 physical ----- def ----- Defense +20 (+7 eff.) Resists +2% physical ---------- 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. |
dreamer's brass lantern of the zealot dreamer's brass lantern of the zealot2.0 T1 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) Mind.save +4 (+2 eff.) ---------- 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 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 10 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet 3 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 (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
manaburning pouch of dwarven-steel shots of wind (16/21, 36-43 power, 3 apr) manaburning pouch of dwarven-steel shots of wind (16/21, 36-43 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Disrupt Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Proj.spd +200% On Hit: * 13 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of psionic shield 'Lustrebloom' [power 83] (21 cooldown) dwarven-steel torque of psionic shield 'Lustrebloom' [power 83] (21 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% cold On Hit (Melee): * 20% chance to reduce armor by 19% ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 83 for 5 turns Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Xanudhetha the ash totem of stinging [power 170] (13 cooldown) Xanudhetha the ash totem of stinging [power 170] (13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% mind Melee Ret 2 mind ---------- misc Hate/m.crit +2.00 Sting an enemy dealing 216 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 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. |
2 ametrine 2 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. |
3 citrine 3 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. |
zircon 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
By Joining the Circus the Krog Rogue level 22
66th Dusk 122nd year of Ascendancy at 05:42 see stats
By Joining the Circus the Krog Rogue level 10
4th Dusk 122nd year of Ascendancy at 09:50 see stats
By Joining the Circus the Krog Rogue level 10
4th Dusk 122nd year of Ascendancy at 09:49 see stats
By Joining the Circus the Krog Rogue level 20
60th Dusk 122nd year of Ascendancy at 02:03 see stats
By Joining the Circus the Krog Rogue level 7
1st Mirth 122nd year of Ascendancy at 05:05 see stats
By Joining the Circus the Krog Rogue level 22
63rd Dusk 122nd year of Ascendancy at 21:51 see stats
By Joining the Circus the Krog Rogue level 16
45th Dusk 122nd year of Ascendancy at 09:00 see stats
Log
Joining the Circus uses Infusion: Regeneration.
Joining the Circus starts regenerating health quickly.
Shadow hits Joining the Circus for 22 physical damage.
Melee retaliation hits Shadow for 2 nature, 11 nature, 3 nature (16 total damage).
Gyvena the brown bear uses Clinch.
Shadow slows down.
Gyvena the brown bear hits Joining the Circus for 35 mind damage.
Shadow hits Joining the Circus for 22 physical damage.
Melee retaliation hits Shadow for 2 nature, 11 nature, 3 nature (16 total damage).
Isoldarin the large white snake hits Joining the Circus for 93 physical, 0 arcane, (4 antimagic), 0 nature (93 total damage).
Melee retaliation hits Isoldarin the large white snake for 2 nature, 11 nature, 3 nature (16 total damage).
Talent Smokescreen is ready to use.
Talent Throwing Knives is ready to use.
Talent Assassinate is ready to use.
Talent Intricate Tools is ready to use.
Talent Cunning Tools is ready to use.
Talent Antimagic Zone is ready to use.
Grappled from Gyvena the brown bear hits Joining the Circus for 39 physical damage.
Shadow speeds up.
Grappling hits Joining the Circus for 5 physical, 1 physical (6 total damage).
Poison from Joining the Circus hits Gyvena the brown bear for (13 flat reduction), 4 nature (4 total damage).
Deadly Poison from Joining the Circus hits Gyvena the brown bear for (13 flat reduction), 31 nature (31 total damage).
Poison from Joining the Circus hits Isoldarin the large white snake for 5 nature damage.
Shadow misses Joining the Circus.
Isoldarin the large white snake hits Joining the Circus for 82 physical, 0 arcane, (4 antimagic), 0 nature (82 total damage).
Melee retaliation hits Isoldarin the large white snake for 2 nature, 11 nature, 3 nature (16 total damage).
Gyvena the brown bear uses Willful Strike.
Gyvena the brown bear hits Joining the Circus for 81 physical damage.
Joining the Circus the level 23 krog rogue was raked to death by Gyvena the brown bear on level 1 of Old Forest.