










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Show randart egos 1.7.4Adds a toggle to hide all egos except for the randart ones for easier comparison between similar items. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Items Vault 1.7.6Donators/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:
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 OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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 | Yeek |
| Class | Summoner |
| Level / Exp | 22 / 72% |
| Size | small |
| Lifes / Deaths | Killed by Iverawyn the brown bear at level 16 on the 17th Haze 122nd year of Ascendancy at 20:05 / 2Killed by fire drake at level 22 on the 53rd Haze 122nd year of Ascendancy at 05:39 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 15 (base 11) |
| Constitution | 5 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 87 (base 50) |
| Cunning | 65 (base 41) |
Resources
| Life | -52/368 |
| Equilibrium | 54 |
| Healing Factor | 1.3457126824915 |
| Regeneration | 11.371272167053 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 43.637072247757 |
| See Invisible | 43.637072247757 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 48 |
| Crit Chance | 21% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 48 |
| Crit Chance | 20% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| All | 0% |
| Arcane | +3% |
| Cold | +15% |
| Nature | +5% |
Offense: Damage Penetration
| Acid | +5% |
| Cold | +5% |
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 8 |
| Physical Save | 16 |
| Spell Save | 31 |
| Mental Save | 49 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Nature | + 19%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 55% |
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
| Poison Resistance | 40% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Glacierwar the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +3 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Resists +6% lightning +6% temporal Crit.chn- 15.00% A pair of boots made of leather. |
| Light source | Radiancelady2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +20 (+5 eff.) ----- def ----- Resists +9% light Phys.save +7 (+5 eff.) Heal.mod +12% ---------- 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. |
| On head | Poramina (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% physical Apr +4 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | 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 15 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. |
| On fingers | copper ring 'Raguredin'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Res.pen +5% acid ----- def ----- Resists +9% nature Crit.chn- 15.00% HP.reg +4.00 Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
| On fingers | sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+5 eff.) Rings make your fingers look great! |
| Around neck | grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
| In main hand | blooming thorny mindstar of balance (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Phys.save +3 (+3 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) Heal.mod +18% Heal/summ +29 ---------- misc Equi/ret +1.40 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Radhethad the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal +3% light Crit.chn- 15.00% Max.HP +20.00 Poison- +20% Cut- +20% A belt that goes around your waist. |
| In off hand | Frostquick (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 blight On Crit.r2 +12 cold While equipped: Stats +3 Cun dps ---------- Spell.crit +4% Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+0 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Max.vim +30.00 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. |
| Cloak | Siloldagarin the Frostward (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +20 (+5 eff.) Dmg.mod +12% cold ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) Max.HP +36.00 ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Hazespire' (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +3% arcane Res.pen +25% arcane +5% cold ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +16% cold Mind.save +11 (+4 eff.) Max.HP +36.00 HP.reg +4.20 Heal.mod +10% A suit of armour made of leather. |
Inventory
healing infusion (heal 41; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 41 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +9 Rings make your fingers look great! |
Shaderansom (122% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Resists +6% darkness ---------- misc Infravis +2 Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of massacre (152% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 darkness Against +14% Living Massive two-handed battleaxes. |
dwarven-steel dagger 'Shockgrind' (121% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 122% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Mind.pwr +30 (+7 eff.) Phys.spd +10% Res.pen +10% mind +20% lightning Acc +14 (+9 eff.) Melee Ret 10 mind Sharp, short and deadly. |
warbringer's steel greatmaul of erosion (131% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Nature/Master Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +7% physical ----- def ----- Disarm- +15% Massive two-handed mauls. |
Glareoozer the steel greatsword (122% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 122% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 light +7 cold On Hit.r1 +8 light On Hit: * Create an explosion dealing 15 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +6% light +9% cold Res.pen +7% cold Massive two-handed swords. |
chilling iron greatsword of massacre (126% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 cold Massive two-handed swords. |
dwarven-steel greatsword of erosion (144% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 nature Massive two-handed swords. |
Curebile the steel longsword (110% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +20 arcane On Crit.r2 +20 arcane On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +15% nature +10% mind Sharp, long, and deadly. |
Sword of Potential Futures (133% power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Charterror (132% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Random Unique] Nature/Disrupt Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 nature On Crit.r2 +14 lightning +5 cold On Crit: * Deals 109 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +26% Dmg.mod +15% fire Res.pen +8% lightning +9% cold ----- def ----- Resists +6% cold +6% fire Blunt and deadly. |
Emokira the dwarven-steel mace (147% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Mind.crit +6% Mind.pwr +25 (+6 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% darkness Mind.save +3 (+1 eff.) Blunt and deadly. |
balanced dwarven-steel mace of phasing (135% power, 15 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +1.5% Atk.spd 100% Phasing +10% While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +8 (+8 eff.) Disarm- +31% Blunt and deadly. |
Quenchmire the mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +20 cold While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +7% darkness Res.pen +6% darkness +25% arcane ----- def ----- Resists +6% cold +9% fire +5% arcane +6% darkness Blind- +12% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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. |
creative vined mindstar (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +3% physical ---------- 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. |
mitotic mossy mindstar of disruption (77% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego++] Nature/Disrupt Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +4.5% Atk.spd 100% Against +7% Unnatural On Hit: * 8% chance to reduce armor by 16% * 6% chance to slow global speed by 66% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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 of flames (100% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) All.spd +4% Melee+ 6 fire Dmg.mod +12% fire Res.pen +7% fire ----- def ----- Resists +7% fire ---------- 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. |
hardened leather sling of cold4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +6 cold While equipped: dps ---------- Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
elm vilestaff of invocation (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+8 eff.) S.pwr/crit +6 Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 2 cone, dealing 7.12 to 8.54 fire damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
greater elm starstaff of greater warding (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego++] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+6 eff.) Dmg.mod +10% physical +10% temporal +10% darkness +10% light ----- def ----- Armour +6 Defense +6 (+6 eff.) ---------- misc Wards +3 physical +3 temporal +3 darkness +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
fungal dwarven-steel steamgun of tinkering (+4)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun +3 Con dps ---------- Steampwr +7 (+2 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 82 life over 5 turns Puts all charms on 17 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 acid Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +11% acid Acc +6 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Smolderspawn the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +15% fire +15% blight ----- def ----- Defense +7 (+7 eff.) Resists +9% blight Phys.save +7 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled kruk cloak of conjuring (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +4% Crit.mult +13.00% Spell.pwr +3 (+3 eff.) Dmg.mod +6% arcane Res.pen +6% arcane ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Max.mana +63.00 A stylish kruk-style cloak, to look awesome. |
slimy woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 66% * 4 arcane resource burn ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glowbreeze (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Melee+ 7 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning ---------- misc Psi/ret +0.08 Light +3 Unarmed combat: Power 101% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Nerivena the Singespawn (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +12% mind +6% fire Res.pen +10% acid +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +2 Resists +25% fire Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +9 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 120% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of dexterity (+4) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 physical Dmg.mod +6% physical Acc +15 (+10 eff.) ----- def ----- Armour +8 Fatigue +3% Unarmed combat: Power 124% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +13.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 51.01 to 153.04 lightning damage (102.03 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Furnacebraze (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Cun dps ---------- Mind.crit +3% Dmg.mod +9% fire ----- def ----- Armour +3 Fatigue +3% Resists +6% fire ---------- misc Hate/m.crit +4.00 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 28.8 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cashmere wizard hat 'Quenchsting' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +9% arcane Res.pen +25% acid Melee Ret 4 arcane ----- def ----- Defense +2 (+2 eff.) Resists +8% lightning +8% temporal +6% cold A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +1 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +2 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat of time (+5%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Defense +2 (+2 eff.) Resists +5% lightning +19% temporal A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
impenetrable steel mail armour of cold resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+2 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
cleansing hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +11% blight +5% physical +13% nature Phys.save +14 (+9 eff.) A suit of armour made of leather. |
cured leather armour 'Blazeserpent' (13 def, 9 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +7 (+2 eff.) Dmg.mod +6% lightning +6% mind ----- def ----- Armour +9 Defense +13 (+11 eff.) Fatigue +7% Resists +8% acid +9% physical +7% cold +20% lightning +11% fire Mind.save +13 (+5 eff.) Max.HP +38.00 HP.reg +2.00 Heal.mod +12% ---------- misc Psi/ret +0.04 A suit of armour made of leather. |
hardened leather armour 'Cobrastinger' (13 def, 10 armour)9.0 T3 light armor Reqs Str 16 [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +5 Wil +9 Cun dps ---------- Dmg.mod +12% nature Res.pen +5% darkness ----- def ----- Armour +10 Defense +13 (+11 eff.) Fatigue +8% Resists +6% nature +3% darkness Mind.save +15 (+5 eff.) Max.HP +22.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of leather. |
hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +18% cold A suit of armour made of leather. |
prismatic hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +18% acid +12% light +11% darkness A suit of armour made of leather. |
coruscating steel shield of lightning resistance (+17%) (0 def, 4 armour, 117% power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Arcane/Master When used to Attack: Power 117% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 fire While equipped: Stats +2 Str dps ---------- Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning +10% fire ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of the stars (0 def, 7 armour, 103% power, 60 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Arcane/Master When used to Attack: Power 104% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +60 Melee+ +11 light +12 darkness While equipped: Stats +1 Cun +2 Mag dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +7 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of ash arrows of grasping (21/21, 132% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego++] Nature/Master Power 133% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 254 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
11 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. |
163 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Elenoleg (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil +1 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% nature +3% acid ----- def ----- Resists +11% nature +12% acid Mind.save +9 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Issistir the Brandspar (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% blight +9% cold +6% fire Res.pen +15% cold Melee Ret 4 fire ----- def ----- Fatigue -6% Resists +12% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
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.(140 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
nightwalker's brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+3 eff.) ----- 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. |
void-walker's alchemist's lamp of health1.0 T3 lite [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% cold +6% temporal Max.HP +40.00 Def/telep +13 Res/telep +12% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
pouch of steel shots of persecution (17/21, 121% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Disrupt Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Against +8% Unnatural +6% Unliving Shots are used with slings to pummel your foes to death. |
self-loading pouch of dwarven-steel shots of accuracy (18/18, 141% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Power 142% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +3 Crit +5.0% Capacity 18 Rld cld 4 Shots are used with slings to pummel your foes to death. |
steel torque of gale force 'Furnacetooth' [power 180] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +5% arcane ---------- misc Light +3 Infravis +2 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 191 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 27] (17 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
soothing yew wand of lightning storm [power 254] (13 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (254 total damage) Puts all charms on 13 cooldown 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
12 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. |
7 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Yeek Squad the Yeek Summoner level 10
78th Dusk 122nd year of Ascendancy at 02:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Yeek Squad the Yeek Summoner level 20
33rd Haze 122nd year of Ascendancy at 07:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Yeek Squad the Yeek Summoner level 12
1st Time of Equilibrium 122nd year of Ascendancy at 09:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Yeek Squad the Yeek Summoner level 21
48th Haze 122nd year of Ascendancy at 23:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yeek Squad the Yeek Summoner level 17
19th Haze 122nd year of Ascendancy at 02:24 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Yeek Squad the Yeek Summoner level 16
17th Haze 122nd year of Ascendancy at 20:05 see stats
Log
Yeek Squad receives 39 healing.
Turtle receives 38 healing from Yeek Squad .
Fire drake hatchling receives 40 healing from Yeek Squad .
Fire drake receives 48 healing from Yeek Squad .
Porimida the copperhead snake uses Butterfly Kick.
Yeek Squad slows down.
Porimida the copperhead snake performs a melee critical strike against Fire drake!
Turtle uses Shell Shield.
Turtle takes cover under its shell.
Melee retaliation hits Porimida the copperhead snake for (5 flat reduction), 0 fire (0 total damage).
Porimida the copperhead snake hits Fire drake for 358 physical, 0 fire, 0 fire (358 total damage).
Porimida the copperhead snake hits Yeek Squad for 245 physical, 5 fire, 5 fire (255 total damage).
Porimida the copperhead snake hits Fire drake hatchling for 242 physical, 0 fire, 0 fire (242 total damage).
Porimida the copperhead snake hits Turtle for 235 physical, 5 fire, 5 fire (246 total damage).
Porimida the copperhead snake throws a concussive punch.
Porimida the copperhead snake performs a melee critical strike against Turtle!
Fire drake hatchling misses Porimida the copperhead snake.
Fire drake uses Wing Buffet.
Yeek Squad reacts immediately after taking severe wounds!
Yeek Squad is knocked back!
Fire drake misses Porimida the copperhead snake.
Fire drake hatchling is knocked back!
Fire drake hits Fire drake hatchling for 173 physical damage.
Fire drake hits Yeek Squad for 177 physical damage.
Melee retaliation hits Fire drake for 0 fire damage.
Porimida the copperhead snake hits Cutpurse for 54 physical damage.
Porimida the copperhead snake hits Turtle for 206 physical damage.
Porimida the copperhead snake hits Fire drake hatchling for 0 fire, 50 physical (50 total damage).
Porimida the copperhead snake hits Fire drake for 0 fire, 54 physical (54 total damage).
Yeek Squad the level 22 yeek summoner was raked to death by a fire drake on level 1 of The Maze.








































































































