











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 23 / 53% |
Size | medium |
Lifes / Deaths | Killed by Adywe the blue jelly at level 23 on the 36th Regrowth 123rd year of Ascendancy at 09:37 / 1 |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 56 (base 53) |
Constitution | 16 (base 10) |
Magic | 21 (base 10) |
Willpower | 13 (base 10) |
Cunning | 46 (base 44) |
Resources
Life | -405/643 |
Stamina | 170/196 |
Healing Factor | 1.2845771506545 |
Regeneration | 32.316108143674 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 8 |
See Stealth | 56.031980245139 |
See Invisible | 65.031980245139 |
Offense: Mainhand
Damage | 75 |
Accuracy | 42 |
Crit Chance | 33% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 42 |
Crit Chance | 28% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Blight | +7% |
Physical | +3% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +8% |
All | 0% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 19 (38.594633868923%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 11 |
Mental Save | 20 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 17%( 70%) |
All | 0%( 70%) |
Darkness | + 10%( 70%) |
Light | + 3%( 70%) |
Physical | + 1%( 70%) |
Lightning | + 16%( 70%) |
Mind | + 6%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 68% |
Confusion Resistance | 76% |
Blind Resistance | 30% |
Silence Resistance | 30% |
Bleed Resistance | 10% |
Pinning Resistance | 44% |
Disarm Resistance | 61% |
Instadeath Resistance | 100% |
Knockback Resistance | 82% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 359 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -205 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 410 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 17.5 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Poleth the dire wolf. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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. | 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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed length of troll intestine. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +20% Confus Resist +26% Stun Resist +22% other ------- Stamina/turn +0.50 Max stamina +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +45.00 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. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 blight Damage +4% blight defense ------ Armor +1 Resistance +6% blight +1% physical +6% mind +5% arcane Unlife -40.00 life Life +20.00 Stun Resist +20% Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +5 blight On Hit: 20% Soul Rot level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life +20.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% blight Ignore resists +5% nature When Hit 2 blight On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +12% blight Life +21.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Mag offense ------ Damage +3% physical defense ------ Resistance +16% lightning Physical save +12 (+6 eff.) Stun Resist +26% other ------- Infravision +3 See Invisibility +9 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 43.5 - 56.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +5 fire Sharp, short and deadly. |
Around waist | ![]() 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 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex +4 Con offense ------ Physical Crit +8.0% Physical Power +8 (+3 eff.) Ignore resists +8% physical defense ------ Physical save +6 (+3 eff.) Disarm Resist +16% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +6 (+2 eff.) Resistance +3% acid +3% light Unlife -20.00 life Silence Resist +10% Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% acid +17% cold +6% nature Life +62.00 Life Regen +7.40 Healmod +23% Disease Resist +10% Cut Resist +10% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 224 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% physical defense ------ Armor +8 Resistance +12% mind Confus Resist +21% other ------- Max stamina +10.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +8 Mag +4 Wil +2 Con offense ------ Damage +12% acid defense ------ Resistance +24% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% acid +3% darkness +3% mind defense ------ Resistance +22% acid +12% mind +3% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ On-Hit 15 light On-Ranged-Hit 19 light Damage +11% light defense ------ Physical save +11 (+6 eff.) Spell save +6 (+6 eff.) Mind save +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +8 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 30.5 - 45.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +12% physical Accuracy +12 (+4 eff.) Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Nature/Psionic Weapon Damage 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 darkness +8 nature Damage Against +7% Living Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +7% physical +6% all Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Disarm Resist +15% Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 38.0 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +13 cold Massive two-handed swords. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +4 cold On Hit: * 20% chance to reduce damage dealt by 14% While equipped: Stats +5 Dex offense ------ Damage +9% lightning +9% darkness Ignore resists +20% darkness When Hit 4 darkness On-Hit (Ranged): * 10% chance to reduce damage dealt by 14% Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +11 lightning While equipped: Stats +5 Dex offense ------ Damage +12% lightning Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 8.0 - 8.8 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 (+3 eff.) defense ------ Resistance +6% mind Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +5 (+2 eff.) other ------- Psi/turn +0.50 EQ when Hit +0.50 Max psi +15.00 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 6.0 - 6.6 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 (+2 eff.) On-Hit 5 mind 3 darkness Damage +4% mind +4% darkness defense ------ Mind save +3 (+1 eff.) other ------- Max psi +14.00 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. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +9 acid While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) Damage +8% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Mindpower +30 (+15 eff.) Damage +20% cold When Hit 4 mind defense ------ Defense +10 (+3 eff.) Resistance +5% arcane Pinning Resist +20% Stun Resist +20% Teleport Resist +20% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 1.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 50.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% acid defense ------ Defense +6 (+2 eff.) Resistance +12% darkness +9% lightning Poison Resist +20% Stun Resist +20% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 1.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 50.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +11.00% Spellpower +9 (+5 eff.) Damage +20% arcane defense ------ Defense +7 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 67.95 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Weapon Damage 10.5 - 15.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +8 Uses 1.0 Steam While equipped: offense ------ On-Hit 8 lightning When Hit 4 lightning defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +11% physical other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam While equipped: Stats +4 Str +7 Dex offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% nature When Hit 4 nature defense ------ Armor +4 Resistance +8% lightning +8% temporal +9% darkness +3% physical +6% light A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag other ------- Mana/turn +0.10 Max mana +24.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +3 Mag other ------- Mana/turn +0.14 Max mana +23.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ When Hit 2 darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +1 (+0 eff.) Resistance +3% darkness Spell save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Mag +3 Wil +5 Con defense ------ Defense +1 (+0 eff.) Mind save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Critical power +15.00% defense ------ Resistance +9% acid +12% light +3% blight +3% lightning +11% all other ------- Mana/turn +0.18 Psi/turn +0.19 Max hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) Damage +15% nature defense ------ Resistance +22% nature +15% all Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +5 Str +1 Dex +2 Wil +2 Cun defense ------ Armor +3 Resistance +1% physical Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% Physical Power +10 (+4 eff.) Ignore resists +5% physical Ignore Armor +2 defense ------ Armor +3 Defense +20 (+7 eff.) other ------- Infravision +2 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Cun offense ------ Ignore Armor +2 defense ------ Armor +3 Fatigue +2% Spell save +3 (+3 eff.) Life +60.00 other ------- Stamina/turn +0.50 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +4 (+2 eff.) Damage +12% darkness Ignore Armor +7 defense ------ Armor +1 other ------- Stamina/turn +2.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil defense ------ Armor +3 Physical save +7 (+4 eff.) Spell save +6 (+6 eff.) Mind save +5 (+2 eff.) A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +3% Resistance +12% mind +3% cold Healmod +5% Blind Resist +20% Confus Resist +20% Knockbk Resist +10% other ------- Stamina/turn +0.60 Max stamina +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +4 Fatigue +3% Life Regen +5.00 Healmod +13% other ------- Stamina/turn +0.40 Max stamina +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Con defense ------ Armor +3 Physical save +12 (+6 eff.) Mind save +11 (+5 eff.) other ------- Stamina/turn +0.50 Max stamina +16.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +5 Cun +6 Mag offense ------ Damage +6% arcane +12% lightning defense ------ Armor +2 Resistance +5% arcane +12% light +11% darkness other ------- Infravision +2 Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 arcane On-crit, radius 2 +7 arcane +31 light +27 darkness Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 36.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 10 acid Damage +6% acid Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% acid Unarmed combat: Weapon Damage 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 8 nature Damage +5% nature defense ------ Armor +2 Resistance +6% nature Unarmed combat: Weapon Damage 20.0 - 22.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +27% lightning +12% cold Ignore resists +15% mind defense ------ Armor +4 Fatigue +4% Resistance +9% acid +10% fire +10% cold +6% mind +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +2.0% Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +9% light Physical save +3 (+2 eff.) Unlife -40.00 life A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +2 Str +3 Dex +3 Wil +2 Cun offense ------ Ignore Armor +4 defense ------ Armor +3 Fatigue +3% Mind save +7 (+3 eff.) other ------- Light +1 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: offense ------ Damage +12% acid +18% fire +6% darkness Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Armor +3 Fatigue +3% Resistance +8% nature +10% blight A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Str offense ------ Physical Crit +1.0% Damage +6% physical Ignore resists +10% physical defense ------ Armor +3 Fatigue +5% Resistance +7% cold other ------- Max stamina +20.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +7 Con offense ------ When Hit 8 mind defense ------ Armor +1 Fatigue +1% Resistance +6% mind A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +11% acid defense ------ Defense +1 (+0 eff.) Resistance +16% acid Spell save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Random Unique] Nature/Master While equipped: offense ------ Spellpower/crit +6 defense ------ Armor +15 Defense +3 (+1 eff.) Fatigue +7% Resistance +17% lightning +5% arcane Physical save +8 (+4 eff.) Life Regen +4.30 other ------- Stamina/turn +0.70 Max vim +30.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: defense ------ Armor +8 Defense +13 (+4 eff.) Fatigue +12% Resistance +19% lightning +3% blight Physical save +12 (+6 eff.) Unlife -80.00 life Life Regen +4.00 Silence Resist +20% A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Rare] Disrupt While equipped: Stats +6 Mag defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +15% blight +20% nature +6% acid other ------- Infravision +3 See Invisibility +15 A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Master While equipped: defense ------ Armor +25 Fatigue +16% Physical save +9 (+5 eff.) A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +8% darkness +5% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +6 Mag offense ------ When Hit 8 blight other ------- Light +6 Infravision +3 See Invisibility +15 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Thorfinn the Cornac Rogue level 10
56th Haze 122nd year of Ascendancy at 02:08 see stats
By Thorfinn the Cornac Rogue level 10
37th Haze 122nd year of Ascendancy at 23:01 see stats
By Thorfinn the Cornac Rogue level 20
21st Regrowth 123rd year of Ascendancy at 02:01 see stats
By Thorfinn the Cornac Rogue level 10
41st Haze 122nd year of Ascendancy at 08:33 see stats
By Thorfinn the Cornac Rogue level 14
74th Haze 122nd year of Ascendancy at 14:04 see stats
By Thorfinn the Cornac Rogue level 23
34th Regrowth 123rd year of Ascendancy at 03:37 see stats
By Thorfinn the Cornac Rogue level 17
9th Allure 123rd year of Ascendancy at 20:12 see stats
Log
Thorfinn fumbles and fails to use Throwing Knives, injuring herself!
Emamira the red jelly's Slime Spit hits Thorfinn for 97 fire damage.
Thorfinn speeds up.
Thorfinn is no longer suffering from insomnia.
Deadly Poison from Thorfinn's Inner Demon hits Thorfinn for 18 nature damage.
Crippling Poison from Xuyath the sandworm hits Thorfinn for 48 nature damage.
Bleeding from Thorfinn's Inner Demon hits Thorfinn for 8 physical damage.
Thorfinn's Inner Demon activates Insidious Poison.
Thorfinn's Inner Demon deactivates Crippling Poison.
Adywe the blue jelly uses Throwing Knives.
Thorfinn's Inner Demon uses Lunge.
Thorfinn is disarmed!
Melee retaliation hits Thorfinn's Inner Demon for (1 absorbed), 0 blight (0 total damage).
Thorfinn's Inner Demon hits Thorfinn for 46 physical, 3 nature, 3 blight (52 total damage).
The unstable sand tunnel collapses!
Adywe the blue jelly's Throwing Knife misses Thorfinn.
Thorfinn fails to use Throwing Knives.
Fumble from Thorfinn's Inner Demon hits Thorfinn for 73 physical damage.
Adywe the blue jelly uses Throwing Knives.
Thorfinn is freed from the demons.
Thorfinn is no longer poisoned.
Thorfinn's Inner Demon is no longer suffering from insomnia.
Deadly Poison from Thorfinn's Inner Demon hits Thorfinn for 18 nature damage.
Bleeding from Thorfinn's Inner Demon hits Thorfinn for 8 physical damage.
Thorfinn reacts to an attack from Adywe the blue jelly's Throwing Knife, mitigating the blow!.
Adywe the blue jelly's Throwing Knife hits Thorfinn for (30 reacted , -5 stam), 81 cold (81 total damage).
Melee retaliation hits Adywe the blue jelly for 1 blight damage.
Thorfinn the level 23 cornac rogue was iced to death by Adywe the blue jelly on level 3 of Sandworm lair.