










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
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.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Doomed |
Level / Exp | 34 / 5% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 34 on the 12nd Pyre 123rd year of Ascendancy at 10:02 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 29 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 59 (base 50) |
Magic | 18 (base 10) |
Willpower | 51 (base 34) |
Cunning | 85 (base 60) |
Resources
Life | -32/1191 |
Hate | 108/110 |
Equilibrium | 55 |
Psi | 138/141 |
Healing Factor | 1.3573604902479 |
Regeneration | 15.927425455371 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 23 |
Infravision | 8 |
See Invisible | 18 |
Offense: Mainhand
Damage | 52 |
Accuracy | 35 |
Crit Chance | 27% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 35 |
Crit Chance | 26% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +17% |
Temporal | +3% |
Cold | +5% |
Physical | +17% |
Mind | +39% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +40% |
Temporal | +5% |
Lightning | +6% |
Mind | +50% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 12 (48.304188961773%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 27 |
Mental Save | 49 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 38%( 70%) |
All | + 26%( 70%) |
Physical | + 32%( 70%) |
Lightning | + 40%( 70%) |
Light | + 31%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 36%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Instadeath Resistance | 100% |
Confusion Resistance | 41% |
Fear Resistance | 41% |
Disarm Resistance | 24% |
Poison Resistance | 30% |
Knockback Resistance | 41% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 578% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 244 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 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 mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lone alchemist from death by storm drake. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Glutha the fire drake. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Dream Walk (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 61. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of fire wyrm saliva. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% temporal Res.pen +15% mind +5% temporal ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +9% mind +9% cold ---------- misc Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Dex +2 Mag dps ---------- Dmg.mod +9% mind Res.pen +10% mind ----- def ----- Crit.chn- 10.00% Mind.save +12 (+4 eff.) ---------- misc Light +8 See.Invis +18 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +20.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Defense +20 (+6 eff.) Fatigue +5% Crit.chn- 15.00% Max.HP +100.00 ---------- misc Vim/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +25% light +25% mind Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +24% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Cun dps ---------- Mind.crit +2% Dmg.mod +18% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +8% physical Mind.save +9 (+3 eff.) ---------- misc Max.vim +40.00 Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +12.00 Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 33 On Hit (Ranged): * 11% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Light +4 Infravis +4 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Res.pen +20% darkness +10% nature ----- def ----- Resists +21% blight +6% fire +34% nature +12% darkness Poison- +30% Disease- +32% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +13 (+4 eff.) Melee+ 10 lightning Dmg.mod +9% lightning Res.pen +6% lightning ----- def ----- Resists +9% lightning ---------- misc Talents +1 Attune Mindstar 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 | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ----- def ----- Talent.cat+ +0.20 Wild-gift Mind.save +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +11% Unnatural On Crit.r2 +8 fire On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +6 Cun dps ---------- Mind.crit +3% Crit.mult +25.00% Mind.pwr +6 (+2 eff.) Res.pen +15% light ----- def ----- Resists +6% light ---------- misc Light +1 Talents +1 Attune Mindstar 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +3% nature +21% acid Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +17% physical +5% cold ----- def ----- Resists +9% lightning +7% cold +10% blight +13% all Max.HP +49.00 HP.reg +4.70 Heal.mod +12% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 364.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Acc +10 (+5 eff.) ----- def ----- Resists +6% physical Mind.save +3 (+1 eff.) Silence- +10% Knockbk- +10% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +4 Resists +6% lightning Crit.chn- 15.00% Silence- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+1 eff.) Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+4 eff.) Apr +10 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Nature Power 32.0 - 51.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +24 lightning +19 cold While equipped: dps ---------- Mov.spd +42% Res.pen +12% lightning +16% cold Curse of Misfortune Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Power 59.5 - 95.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +9.0% Phys.pwr +13 (+4 eff.) Res.pen +13% physical ----- def ----- Disarm- +31% Curse of Madness Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +15 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Nature Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +4.5% Atk.spd 100% Phasing +12% On Crit.r2 +22 lightning +13 cold While equipped: dps ---------- Mov.spd +23% Res.pen +5% lightning +14% cold Curse of Shrouds One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +9 (+5 eff.) Curse of Corpses One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Curse of Shrouds One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +7% physical Acc +11 (+6 eff.) Curse of Misfortune One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire Curse of Corpses Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+2 eff.) Curse of Corpses Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+1 eff.) Curse of Misfortune Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Shrouds Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Madness Spit Poison: Level 4.2 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 217.42 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 lightning While equipped: Stats +5 Wil dps ---------- Mind.crit +1% Mind.pwr +12 (+4 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Psi/ret +0.04 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. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +6% lightning +5% cold +5% physical ----- def ----- Defense +10 (+3 eff.) Pinning- +16% ---------- misc 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. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Misfortune This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Mag +3 Cun +3 Con dps ---------- Dmg.mod +12% light +13% darkness On Melee Ret: * 12% chance to reduce armor by 11% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% acid +13% light +10% darkness ---------- misc Talents +2 Block Curse of Nightmares 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 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego++] Arcane/Master/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex +4 Cun +6 Mag dps ---------- Phys.spd +10% Dmg.mod +14% light +13% darkness Acc +13 (+7 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +11% light +14% darkness ---------- misc Talents +2 Block Curse of Shrouds 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! |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +15 fire While equipped: dps ---------- Phys.crit +7.0% All.spd +1% Res.pen +5% fire Acc +9 (+5 eff.) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +13 acid +7 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% acid +11% nature Apr +8 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane/Master Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +14 Apr +5 Crit +5.5% Capacity 19 On Hit.r1 +8 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego++] Nature/Psionic Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +17 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 221 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 221 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +5 Mag dps ---------- Melee+ 7 acid Dmg.mod +13% light +14% darkness Melee Ret 6 acid ----- def ----- Armour +8 Fatigue +8% Resists +14% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- On Melee Ret: * 14% chance to reduce armor by 11% ----- def ----- Armour +8 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature +13% acid ----- def ----- Resists +19% acid +11% all Poison- +25% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +8% temporal +21% darkness +12% physical Res.pen +11% temporal +9% physical ----- def ----- Resists +31% darkness +13% all Anom.red +11 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +13% all ----- def ----- Resists +13% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +8% mind +16% light +14% darkness Mind.save +14 (+5 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Apr +11 ----- def ----- Armour +7 Defense +19 (+6 eff.) Fatigue +8% ---------- misc Stam/turn +0.90 Curse of Shrouds Second Wind: (Instant) Puts all charms on 35 cooldown Level 6.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 114 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +18.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Max.HP +47.00 HP.reg +4.60 Heal.mod +12% Curse of Nightmares A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 9 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +13 Defense +9 (+3 eff.) Fatigue +12% Resists +15% acid +14% fire Mind.save +14 (+5 eff.) Curse of Madness A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master/Psionic While equipped: Stats +5 Cun +7 Wil ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +5% Phys.save +6 (+3 eff.) Mind.save +12 (+4 eff.) Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +7% cold Mind.save +18 (+6 eff.) ---------- misc Breathe water Curse of Madness A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +32.00 HP.reg +7.40 Heal.mod +14% ---------- misc Stam/turn +1.30 Curse of Shrouds A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Res.pen +15% mind ----- def ----- Mind.save +9 (+3 eff.) Max.HP +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Against +30% Summoned ----- def ----- D.Red.from +18% Summoned Mind.save +8 (+3 eff.) Max.HP +51.00 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +5 Lck +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% lightning +3% physical Melee Ret 4 lightning ----- def ----- Armour +1 Spell.save +3 (+2 eff.) Stealth +6 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +11% darkness +10% temporal ----- def ----- Armour +4 Fatigue -3% Resists +17% darkness +13% temporal Phys.save +7 (+4 eff.) Def/telep +14 Res/telep +13% Dur/telep +12% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+3 eff.) Apr +7 ----- def ----- Armour +5 Resists +6% blight Spell.save +9 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +9% mind +7% physical Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Armour +10 Resists +12% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Melee+ 24 mind 14 darkness On Hit (Melee): * 14% chance to reduce all saves and defense by 33 ----- def ----- Armour +7 Mind.save -2 (+0 eff.) Max.HP +71.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 113.9 Physical damage. If the attack hits, the target is confused (30% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +3% Resists +2% all Phys.save +8 (+4 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Defense +5 (+1 eff.) Resists +3% light +9% cold Phys.save +9 (+5 eff.) Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Heal.mod +16% ---------- misc Light +4 See.Stealth +10 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +10% blight +5% darkness Blind- +34% Confus- +11% ---------- misc Light +8 Infravis +4 See.Stealth +15 See.Invis +20 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) Blind- +31% Confus- +15% ---------- misc Light +8 See.Stealth +12 See.Invis +6 Track: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +12% mind Max.HP +80.00 Knockbk- +20% ---------- misc Infravis +3 See.Invis +9 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 129 physical damage Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% nature ----- def ----- Resists +3% light +3% acid Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.04 Blast the opponent's mind dealing 222 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +20.00% ----- def ----- Defense +10 (+3 eff.) Resists +9% cold +6% fire Die.at -80.00 life ---------- misc Max.stam +30.00 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +8 fire While equipped: Stats +3 Dex dps ---------- Dmg.mod +17% fire Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Achievements
By creedence the Thalore Doomed level 19
44th Dusk 122nd year of Ascendancy at 22:34 see stats
By creedence the Thalore Doomed level 10
3rd Flare 122nd year of Ascendancy at 01:31 see stats
By creedence the Thalore Doomed level 33
68th Regrowth 123rd year of Ascendancy at 08:58 see stats
By creedence the Thalore Doomed level 29
44th Regrowth 123rd year of Ascendancy at 03:52 see stats
By creedence the Thalore Doomed level 24
16th Regrowth 123rd year of Ascendancy at 12:19 see stats
By creedence the Thalore Doomed level 33
72nd Regrowth 123rd year of Ascendancy at 07:08 see stats
By creedence the Thalore Doomed level 33
60th Regrowth 123rd year of Ascendancy at 16:37 see stats
By creedence the Thalore Doomed level 10
3rd Mirth 122nd year of Ascendancy at 17:06 see stats
By creedence the Thalore Doomed level 20
60th Dusk 122nd year of Ascendancy at 03:45 see stats
By creedence the Thalore Doomed level 30
44th Regrowth 123rd year of Ascendancy at 08:21 see stats
By creedence the Thalore Doomed level 22
26th Haze 122nd year of Ascendancy at 08:22 see stats
By creedence the Thalore Doomed level 33
66th Regrowth 123rd year of Ascendancy at 02:10 see stats
By creedence the Thalore Doomed level 28
41st Regrowth 123rd year of Ascendancy at 04:12 see stats
By creedence the Thalore Doomed level 10
4th Mirth 122nd year of Ascendancy at 11:08 see stats
By creedence the Thalore Doomed level 22
3rd Regrowth 123rd year of Ascendancy at 12:18 see stats
By creedence the Thalore Doomed level 19
39th Dusk 122nd year of Ascendancy at 00:42 see stats
By creedence the Thalore Doomed level 25
27th Regrowth 123rd year of Ascendancy at 05:09 see stats
By creedence the Thalore Doomed level 16
16th Dusk 122nd year of Ascendancy at 02:47 see stats
Log
creedence hits Ghast for 2 physical damage.
creedence hits Ghast for 375 mind, 16 lightning, 13 physical, 16 lightning, 13 physical (433 total damage).
Creedence's creeping dark hits Ghast for 30 darkness damage.
Creedence's creeping dark hits Ghast for 35 darkness damage.
Ghast hits creedence for (26 gestured), (25 deflected), 26 physical (26 total damage).
Creedence's creeping dark hits Ghast for 36 darkness damage.
Creedence's creeping dark hits Ghast for 36 darkness damage.
You have deflected 22 incoming damage!
Ghoul hits creedence for (26 gestured), (22 deflected), 23 physical (23 total damage).
Ghoul overcomes the madness
Ghast has heard the hateful whisper!
You have deflected 2 incoming damage!
Ghast uses Ghoulish Leap.
Ghast speeds up.
Hateful Whisper from Creedence hits Ghast for 375 mind damage.
Haunted from Creedence hits Ghoul for 70 mind, 41 darkness (112 total damage).
Rime Wraith from Celia hits creedence for (53 antimagic), (2 deflected), 147 cold (147 total damage).
Ghast receives 76 healing from Rime Wraith from Celia.
Ghast receives 76 healing from Rime Wraith from Celia.
Ghoul receives 84 healing from Rime Wraith from Celia.
Ghast receives 76 healing from Rime Wraith from Celia.
Ghast receives 76 healing from Rime Wraith from Celia.
Rime Wraith from Celia hits Shadow for 221 cold damage.
Ghoul receives 76 healing from Rime Wraith from Celia.
Ghast receives 76 healing from Rime Wraith from Celia.
The shield around Celia crumbles.
Celia hits creedence for (53 antimagic), 131 cold (131 total damage).
Celia hits Shadow for 201 cold damage.
creedence the level 34 thalore doomed was chilled to death by Celia on level 2 of Last Hope Graveyard.
The unseen force around creedence subsides.