Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Adventure |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 22 / 37% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 6 on the 78th Pyre 122nd year of Ascendancy at 15:51 0 / 6Killed by skeleton magus at level 6 on the 78th Pyre 122nd year of Ascendancy at 16:31 Killed by Yvann the green mold at level 9 on the 3rd Mirth 122nd year of Ascendancy at 09:50 Killed by Xerussra the rattlesnake at level 12 on the 10th Mirth 122nd year of Ascendancy at 11:29 Killed by Isenor the armoured skeleton warrior at level 22 on the 11st Haze 122nd year of Ascendancy at 20:02 Killed by Isenor the armoured skeleton warrior at level 22 on the 11st Haze 122nd year of Ascendancy at 21:19 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 28 (base 10) |
Magic | 10 (base 10) |
Willpower | 64 (base 50) |
Cunning | 54 (base 42) |
Resources
Life | -118/561 |
Hate | 61/100 |
Healing Factor | 0.99505761841366 |
Regeneration | 6.2191101150854 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 20 |
Accuracy | 41 |
Crit Chance | 18% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 41 |
Crit Chance | 19% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Physical | +8% |
Mind | +22% |
All | 0% |
Darkness | +10% |
Light | +18% |
Temporal | +8% |
Fire | +5% |
Nature | +15% |
Offense: Damage Penetration
Acid | +10% |
Mind | +5% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 34 (60%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 27 |
Mental Save | 39 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 14%( 70%) |
Physical | + 15%( 70%) |
Cold | + 21%( 70%) |
All | + 11%( 70%) |
Lightning | + 23%( 70%) |
Light | + 41%( 70%) |
Temporal | + 22%( 70%) |
Mind | + 20%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 49%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Knockback Resistance | 18% |
Inscriptions (4/4)
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 522% 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 Magic 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
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) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
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 Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost warrior from death by Gyriatta the cave bear. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by hummerhorn. Escort: lost warrior (level 4 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 | Noonpiety the pair of rough leather boots (Shrouds) (0 def, 1 armour) Noonpiety the pair of rough leather boots (Shrouds) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% acid Ignore resists +5% mind +10% acid When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Armor +1 Resistance +5% lightning +6% temporal +6% acid other ------- Light +1 Curse of Shrouds A pair of boots made of leather. |
Light source | Daimugasadas the alchemist's lamp Daimugasadas the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +3 Cun +5 Con offense ------ Mind Crit +6% Mindpower +6 (+1 eff.) defense ------ Crit Resistance 10.00% Mind save +4 (+2 eff.) other ------- Light +4 Infravision +3 See Invisibility +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Zubygavena the Toxinblood (Nightmares) (2 def, 0 armour) Zubygavena the Toxinblood (Nightmares) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +4 Wil +4 Cun offense ------ Mind Crit +2% Physical Power +5 (+2 eff.) Mindpower +6 (+1 eff.) Damage +6% darkness +8% temporal +6% light +5% physical On-Hit (Melee): * 10% chance to slow global speed by 65% defense ------ Defense +2 (+1 eff.) Resistance +2% physical other ------- Psi/turn +0.19 Max stamina +30.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | Flamewrought (Madness) (0 def, 2 armour) Flamewrought (Madness) (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 79.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | extending yew totem of stinging [power 242] (6/15 cooldown) extending yew totem of stinging [power 242] (6/15 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ulekalthondil the Coalnull Ulekalthondil the Coalnull0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Dex defense ------ Armor +8 Resistance +6% darkness Physical save +18 (+9 eff.) Unlife -60.00 life Rings make your fingers look great! |
On fingers | Freezespar Freezespar0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +9 (+5 eff.) Mindpower +5 (+1 eff.) Damage +12% light When Hit 4 cold defense ------ Resistance +6% cold +24% light +6% temporal Life +50.00 Life Regen +5.00 Healmod +10% Rings make your fingers look great! |
Around neck | copper amulet 'Duatheloblivion' copper amulet 'Duatheloblivion'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Con offense ------ Damage +3% physical Accuracy +5 (+5 eff.) defense ------ Defense +15 (+7 eff.) Resistance +6% darkness other ------- Max stamina +10.00 Amulets make your neck look great! |
In main hand | Flamefear (Nightmares) (4-5 power, 18 apr, nature damage) Flamefear (Nightmares) (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 mind On Hit: * 10% chance to reduce all saves and defense by 37 While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 defense ------ Resistance +8% lightning +18% fire +7% mind +5% cold Mind save +7 (+3 eff.) other ------- Psi/turn +0.40 Max psi +34.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Curse of Nightmares 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 | Gunahor (Misfortune) Gunahor (Misfortune)1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Critical power +5.00% Mindpower +30 (+7 eff.) Damage +3% mind defense ------ Mind save +3 (+1 eff.) Life +32.00 Curse of Misfortune A belt that goes around your waist. |
In off hand | Xawen the thorny mindstar (Corpses) (8-9 power, 24 apr, mind damage) Xawen the thorny mindstar (Corpses) (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 7 mind 5 darkness Damage +4% mind +4% darkness defense ------ Armor +8 Resistance +3% mind +3% blight Mind save +4 (+2 eff.) Life +23.00 Life Regen +1.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max psi +13.00 Talents +1 Attune Mindstar Curse of Corpses 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 | Jetoath (Misfortune) (8 def, 0 armour) Jetoath (Misfortune) (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Crit +2.0% Critical power +5.00% Ignore resists +5% physical defense ------ Defense +8 (+4 eff.) Resistance +10% light +15% fire +9% darkness +2% physical Stealth +8 Curse of Misfortune 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 (Nightmares) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Curse of Nightmares 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 sneak (heal 167; cd 13) healing infusion of the sneak (heal 167; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 114; 15 cd) regeneration infusion of the warrior (heal 114; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
copper amulet 'Tideclamor' copper amulet 'Tideclamor'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Wil +3 Con offense ------ Ignore resists +15% cold When Hit 8 cold other ------- Infravision +1 Amulets make your neck look great! |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% light +12% darkness Blind Resist +22% Amulets make your neck look great! |
Aeridakira the Shockmight Aeridakira the Shockmight0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Mag +3 Wil offense ------ Damage +11% fire Ignore resists +5% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +22% fire Crit Resistance 10.00% Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +2% defense ------ Fatigue -4% Physical save +13 (+7 eff.) Spell save +13 (+7 eff.) Mind save +15 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +22 Max mana +20.00 Max hate +4.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Chyzilachik' copper ring 'Chyzilachik'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun offense ------ Spellpower +5 (+3 eff.) Damage +9% mind defense ------ Life Regen +2.00 Stun Resist +20% other ------- Psi when Hit +0.04 Rings make your fingers look great! |
elven-wood magestaff 'Burnpain' (Misfortune) (25-30 power, 5 apr, cold element) elven-wood magestaff 'Burnpain' (Misfortune) (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Spell Crit +13% Critical power +29.00% Physical Power +15 (+7 eff.) Spellpower +12 (+6 eff.) Damage +25% cold Ignore resists +15% physical defense ------ Resistance +15% fire Physical save +9 (+5 eff.) other ------- Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage) Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Curse of Corpses Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 121.19 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative mossy mindstar of balance (Madness) (2-3 power, 12 apr, mind damage) creative mossy mindstar of balance (Madness) (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+0 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.70 Talents +1 Attune Mindstar Curse of Madness 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. |
mossy mindstar (Madness) (3-3 power, 12 apr, mind damage) mossy mindstar (Madness) (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Curse of Madness 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. |
mossy mindstar (Misfortune) (2-2 power, 12 apr, mind damage) mossy mindstar (Misfortune) (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Curse of Misfortune 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. |
mossy mindstar of clarity (Corpses) (3-3 power, 12 apr, nature damage) mossy mindstar of clarity (Corpses) (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +12.00 Talents +1 Attune Mindstar Curse of Corpses 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. |
Bloomsoul (Madness) (8-9 power, 13 apr, nature damage) Bloomsoul (Madness) (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Curse of Madness Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 39 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (Shrouds) (8-9 power, 18 apr, fire damage) Eye of Summer (Shrouds) (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 Curse of Shrouds This mindstar glows with a bright warm light, but seems somehow incomplete. |
Zanerain the Growthvein (Shrouds) (5-6 power, 18 apr, nature damage) Zanerain the Growthvein (Shrouds) (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +2% Critical power +22.00% Mindpower +4 (+1 eff.) Damage +4% nature Ignore resists +5% physical defense ------ Resistance +3% blight +3% nature Physical save +4 (+2 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) Disease Resist +14% other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Curse of Shrouds 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. |
vined mindstar 'Bregalathakor' (Corpses) (6-6 power, 18 apr, mind damage) vined mindstar 'Bregalathakor' (Corpses) (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +4% nature defense ------ Resistance +12% mind +4% blight Physical save +6 (+3 eff.) Mind save +3 (+1 eff.) Unlife -20.00 life Healmod +5% Disease Resist +11% Cut Resist +20% other ------- Psi/turn +0.60 Hate/kill +2.00 Psi/kill +2.00 Max psi +18.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Curse of Corpses Inflict 117.85 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn 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. |
nature's pulsing mindstar of balance (Shrouds) (13-14 power, 32 apr, nature damage) nature's pulsing mindstar of balance (Shrouds) (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +6% nature defense ------ Resistance +5% blight Physical save +4 (+2 eff.) Spell save +6 (+3 eff.) Mind save +3 (+1 eff.) Disease Resist +18% other ------- EQ when Hit +0.80 Talents +1 Attune Mindstar Curse of Shrouds 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. |
Silk Current (Madness) (12 def, 0 armour) Silk Current (Madness) (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 Curse of Madness This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe 'Pureobsidian' (Madness) (10 def, 0 armour) linen robe 'Pureobsidian' (Madness) (10 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +11% acid Ignore resists +5% nature +5% physical defense ------ Defense +10 (+5 eff.) Resistance +16% acid +7% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (Misfortune) (0 def, 0 armour) linen robe (Misfortune) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (Shrouds) (12 def, 8 armour) Robe of Force (Shrouds) (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Curse of Shrouds Send out a range 5 beam of kinetic energy, dealing 46.94 to 58.68 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Nature's Blessing (Madness) (8 def, 6 armour) Nature's Blessing (Madness) (8 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+4 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+9 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Curse of Madness Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Mighty Girdle (Corpses) Mighty Girdle (Corpses)1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Scabfame' (Nightmares) rough leather belt 'Scabfame' (Nightmares)1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Mag offense ------ Physical Power +2 (+1 eff.) Damage +6% nature defense ------ Spell save +6 (+3 eff.) other ------- Size +1 Curse of Nightmares A belt that goes around your waist. |
Polille the linen cloak (Shrouds) (1 def, 0 armour) Polille the linen cloak (Shrouds) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Mind Crit +6% Damage +3% mind +6% temporal Ignore resists +10% blight defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Unlife -50.00 life Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Treekiller the linen cloak (Misfortune) (1 def, 0 armour) Treekiller the linen cloak (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +9% nature Ignore resists +15% nature +5% fire On-Hit (Melee): * 10% chance to slow global speed by 65% defense ------ Defense +1 (+0 eff.) Life +32.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zuhad the linen cloak (Nightmares) (16 def, 8 armour) Zuhad the linen cloak (Nightmares) (16 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ When Hit 4 physical defense ------ Armor +8 Defense +16 (+8 eff.) Resistance +6% temporal +10% cold +3% light +3% mind Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
naturalist's rough leather gloves (Corpses) (0 def, 1 armour) naturalist's rough leather gloves (Corpses) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 nature Damage +3% nature defense ------ Armor +1 Resistance +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Koryrek the linen wizard hat (Shrouds) (1 def, 0 armour) Koryrek the linen wizard hat (Shrouds) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +3% acid defense ------ Defense +1 (+0 eff.) Resistance +3% blight +5% arcane other ------- EQ when Hit +0.70 Psi when Hit +0.70 Hate when Hit +0.80 Curse of Shrouds A pointy cloth hat, very wizardly... |
rough leather cap (Shrouds) (0 def, 1 armour) rough leather cap (Shrouds) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Curse of Shrouds A cap made of leather. |
5 agate 5 agate0.0 Encumbrance 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. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
5 ametrine 5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 Encumbrance 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. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
71 alchemist agate 71 alchemist agate0.0 Encumbrance 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. |
Koraregostir the brass lantern Koraregostir the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +2 Resistance +3% temporal Unlife -60.00 life other ------- 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
survivor's brass lantern survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Healmod +11% other ------- 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. |
survivor's brass lantern survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Healmod +10% other ------- 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. |
Demonic Soul Demonic Soul0.0 Encumbrance 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing elm totem of summon tentacle [power 100] (6/25 cooldown) soothing elm totem of summon tentacle [power 100] (6/25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 251 Base Damage: 108 Armor: 3 All Resist: 2 Puts all charms on 25 turn cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Shadowy the Cornac Doomed level 10
4th Mirth 122nd year of Ascendancy at 01:37 see stats
By Shadowy the Cornac Doomed level 20
29th Dusk 122nd year of Ascendancy at 05:33 see stats
By Shadowy the Cornac Doomed level 7
79th Pyre 122nd year of Ascendancy at 03:38 see stats
By Shadowy the Cornac Doomed level 16
9th Flare 122nd year of Ascendancy at 17:44 see stats
Log
Shadow is weakened by the gloom.
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Mindrot hits Shadow for 0 mind, 0 darkness (0 total damage).
Mindrot hits Shadow for 0 mind, 0 darkness (0 total damage).
Mindrot hits Shadowy for 7 mind, 7 darkness (14 total damage).
Gloroma the skeleton warrior receives 1 healing from Unnatural Body.
Hateful Whisper from Shadowy hits Gloroma the skeleton warrior for 193 mind damage.
Demonic Soul hits Isenor the armoured skeleton warrior for 25 fire damage.
Demonic Soul hits Gloroma the skeleton warrior for 25 fire damage.
Agony from Shadowy hits Isenor the armoured skeleton warrior for (62 rampage shugs off), 35 mind (35 total damage).
Gloroma the skeleton warrior uses Death Dance.
Shadowy starts to bleed.
Melee retaliation hits Gloroma the skeleton warrior for 5 nature, 28 nature, 5 cold, 6 mind (44 total damage).
Gloroma the skeleton warrior hits Shadow for 0 physical, 0 light (0 total damage).
Gloroma the skeleton warrior hits Isenor the armoured skeleton warrior for 215 physical, 29 light (244 total damage).
Gloroma the skeleton warrior hits Shadow for 0 physical, 0 light (0 total damage).
Gloroma the skeleton warrior hits Shadowy for (6 gestured), 195 physical, 19 light (214 total damage).
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Movement is ready to use.
Bleeding from Gloroma the skeleton warrior hits Shadowy for 34 physical damage.
Isenor the armoured skeleton warrior uses Disarm.
You have deflected 37 incoming damage!
Isenor the armoured skeleton warrior slows in the grip of madness!
Shadowy is disarmed!
Isenor the armoured skeleton warrior hits Shadowy for (6 gestured), (37 deflected), 60 physical (60 total damage).
Melee retaliation hits Isenor the armoured skeleton warrior for 3 nature, 21 nature, 4 cold, 6 mind (35 total damage).
Shadowy the level 22 cornac doomed was maimed to death by Isenor the armoured skeleton warrior on level 1 of Hallowed Fields.