











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.6.0Official 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:
SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Item Notes 1.3.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Restart Sustains 1.6.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.6.0This 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 Savefile Notes 1.3.0Allows you to add notes to a savefile that will be displayed in the Load Game dialog. Savefile notes can be set via the "Change Savefile Note" action on the main game menu, and also optionally via automatic prompt when you save and exit a game. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 17 / 70% |
| Size | huge |
| Lifes / Deaths | Killed by Assassin Lord at level 17 on the 41st Dusk 122nd year of Ascendancy at 20:19 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 36) |
| Dexterity | 33 (base 27) |
| Constitution | 23 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 44 (base 30) |
Resources
| Life | -13/519 |
| Stamina | 74/166 |
| Healing Factor | 0.62494931290829 |
| Regeneration | 14.545311160424 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +74.626865671642% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 45.634550475236 |
| See Invisible | 51.634550475236 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 42 |
| Crit Chance | 24% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 42 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| All | 0% |
| Physical | +25% |
| Mind | +15% |
| Nature | +10% |
Offense: Damage Penetration
| Lightning | +10% |
| Physical | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 26.335093952971 (48.103448275862%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 18 |
| Physical Save | 40 |
| Spell Save | 36 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 34%( 70%) |
| Light | + 16%( 70%) |
| Cold | + 13%( 70%) |
| Darkness | + 30%( 70%) |
| Physical | + 7%( 70%) |
| Mind | + 18%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Confusion Resistance | 37% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Quickdraw |
| detrimental effect | Reduces global action speed by 34%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Has 2 throwing knives prepared: 2 KnivesRange: 4 Net Damage: 31 - 43 Accuracy: 56 (knife) APR: 9 Crit Chance: +25% Crit mult: 166% Uses Stats: 50% Str, 70% Dex |
| beneficial effect | You gain 15% resistance against darkness. Resolve |
| detrimental effect | The target is poisoned, taking 65.72 nature damage per turn. Healing received is reduced by 53%. Damage dealt is reduced by 14%. Deadly Poison |
| beneficial effect | The target has 20 increased life regeneration. Recovery |
| detrimental effect | The target is poisoned, taking 53.18 nature damage per turn. Poison |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by wretchling. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | 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 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed sandworm tooth. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | pair of rough leather boots 'Aduvena' (5 def, 3 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +3 Defense +5 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
| Light source | Bilespitter1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +9% cold +6% light +9% darkness Crit.dmg- 15.00% Spell.save +3 (+1 eff.) Max.HP +49.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Eilinariana the Unlightterror [power 72] (14 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% physical ----- def ----- Resists +6% light +3% darkness Heal.mod +5% Poison- +10% ---------- misc Max.stam +10.00 Sting an enemy dealing 72 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Armiblek0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +2 Con dps ---------- Dmg.mod +15% mind +3% acid ----- def ----- Resists +15% mind Crit.dmg- 15.00% ---------- misc See.Invis +6 Rings can have magical properties. |
| On fingers | titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
| In main hand | Glilrawen the steel waraxe (14.5-20.3 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Disrupt/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 mind On Hit: * 10% chance to reduce all saves and defense by 22 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 57 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Cun +2 Wil ----- def ----- Resists +3% physical Phys.save +6 (+2 eff.) Knockbk- +10% One-handed war axes. |
| Around waist | blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+4 eff.) Spell.save +6 (+3 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Blazestalker the iron dagger (12.5-16.25 power, 6 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 12.5 - 16.3 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +4.0% Atk.spd 100% On Hit.r1 +8 lightning On Hit: * 10% chance to slow global speed by 48% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +10% lightning ----- def ----- Defense +5 (+2 eff.) Sharp, short and deadly. |
| Cloak | enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +7 (+3 eff.) Fatigue -2% Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour (2 def, 12 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Inventory
healing infusion of the sneak (heal 128; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 493%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 493% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 450%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 450% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 4; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical; dur 3; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 24%; magical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% 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. |
wild infusion of the warrior (res 26%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 25%; magical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, fire, nature, acid)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 light, 3 fire, 5 nature, 4 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Bokylar the gold amulet =dex mag=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Mag dps ---------- Dmg.mod +6% blight Melee Ret 6 arcane ----- def ----- Resists +3% light Disease- +20% Amulets can have magical properties. |
cleansing steel amulet of willpower (+3) =wil=0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +12% nature +13% blight Poison- +23% Disease- +20% Amulets can have magical properties. |
copper amulet of cunning (+3) =cun=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
marksman's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% mind Acc +4 (+2 eff.) ----- def ----- Resists +11% mind Rings can have magical properties. |
titan's copper ring =con=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
Rhoharathel (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living While equipped: dps ---------- Mind.crit +2% Melee Ret 2 mind ----- def ----- Resists +9% temporal Mind.save +3 (+1 eff.) Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 40.68 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
balanced iron dagger of dampening (9-11.7 power, 5 apr) =lightning res=1.0 T1 dagger 1H weapon [Ego] Disrupt/Master Power 9.0 - 11.7 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +8% acid +8% cold +8% fire +8% lightning +3% all Spell.save +6 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
steel dagger of massacre (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.5 - 22.8 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Scumrock4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +24 fire While equipped: dps ---------- All.spd +3% Dmg.mod +3% nature Res.pen +9% fire ----- def ----- Resists +1% physical +9% nature +6% cold Heal.mod +15% Disarm- +20% Knockbk- +10% Longbows are used to shoot arrows at your foes. |
Bethylle the Searqueen (14.5-20.3 power, 3 apr) =wil lightning res=3.0 T2 mace 1H weapon [Rare] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to reduce all saves and defense by 22 While equipped: Stats +1 Dex +3 Wil +2 Cun dps ---------- Dmg.mod +3% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% lightning +9% temporal +9% cold Blunt and deadly. |
quick iron mace (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +7 (+3 eff.) Blunt and deadly. |
truestriking steel mace of crippling (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +5% physical Acc +7 (+3 eff.) Apr +6 Blunt and deadly. |
Lisildawen =con=4.0 T2 sling 1H weapon Reqs Shoot [Rare] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +11 nature On Hit.r1 +4 acid On Crit: * silences the target While equipped: Stats +2 Str +3 Dex +4 Con dps ---------- Res.pen +6% nature ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +2 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 47.03 physical damage to all targets in a line. Each target takes an additional 30% damage for each magical debuff they are afflicted with. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Hodar the rough leather belt =mag con=1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +4 Mag +2 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
enveloping linen cloak of Eldoral (6 def, 0 armour) =cun dex=2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant linen robe (0 def, 0 armour) =con=2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +7% all Poison- +22% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isledhewyn (0 def, 1 armour) =dex=2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Dex ----- def ----- Armour +1 Resists +3% mind +9% cold Crit.dmg- 5.00% Max.HP +40.00 HP.reg +3.00 Heal.mod +11% Blind- +10% A pair of boots made of leather. |
Glarebliss the elven-silk wizard hat (3 def, 0 armour) =cun wil=2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% lightning +14% cold ----- def ----- Defense +3 (+1 eff.) Resists +22% lightning +3% temporal +9% light +21% cold +3% nature +3% darkness Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Glintslice (15 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Acc +5 (+2 eff.) Melee Ret 4 light ----- def ----- Armour +1 Defense +15 (+7 eff.) Fatigue +1% Resists +10% light +11% darkness Die.at -20.00 life A cap made of leather. |
iron helm of dexterity (+3) (0 def, 3 armour) =dex=3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+2) (0 def, 4 armour) =str=3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Aerunn' (5 def, 1 armour) =con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +3% blight Spell.save +3 (+1 eff.) ---------- misc Max.stam +10.00 A cap made of leather. |
Getylin the Searhue (2 def, 4 armour) =con=14.0 T1 heavy armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical +12% fire Crit.dmg- 15.00% Phys.save +12 (+4 eff.) ---------- misc See.Invis +6 A suit of armour made of mail. |
Gynne the Boltradiance (5 def, 10 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Dmg.mod +24% lightning +3% fire Res.pen +10% fire Melee Ret 2 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +13% blight +6% physical +13% darkness +3% lightning Phys.save +15 (+5 eff.) Mind.save +17 (+8 eff.) Disease- +15% ---------- misc Light +2 A suit of armour made of mail. It was changed by the digestive sack. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+9 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
tundral quiver of yew arrows of persecution (17/17, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Disrupt Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +17 cold Against +11% Unliving +12% Unnatural On Crit.r2 +11 cold Arrows are used with bows to pierce your foes to death. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
79 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
shattering iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str dps ---------- Res.pen +11% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
Shinestone the brass lantern =mag=2.0 T1 lite [Rare] Master While equipped: Stats +4 Mag +1 Wil +1 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 7% ----- def ----- Resists +3% light ---------- misc Light +6 Infravis +1 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Yaryrab the Rimepeal1.0 T3 lite [Rare] Master While equipped: ----- def ----- Armour +4 Resists +15% lightning +15% cold +5% arcane Poison- +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of steel shots of disruption (18/18, 27-32.4 power, 2 apr)3.0 T2 shot ammo [Ego+] Disrupt/Master Power 27.0 - 32.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Against +8% Unnatural 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% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of amnesia (15/15, 21.5-25.8 power, 2 apr)3.0 T2 shot ammo [Ego++] Psionic Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Hurynik the Ebonywar [power 100] (14 cooldown) =knockback=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% mind Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% cold ---------- misc Psi/ret +0.12 Max.hate +4.00 Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 108 damage Puts all charms on 14 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of mindblast [power 120] (14 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 110] (14 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 43] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (22 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 193 Base Damage: 99 Armor: 0 All Resist: 1 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anuin the Krog Marauder level 13
9th Dusk 122nd year of Ascendancy at 01:01 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Anuin the Krog Marauder level 10
7th Mirth 122nd year of Ascendancy at 02:30 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Anuin the Krog Marauder level 5
78th Pyre 122nd year of Ascendancy at 05:03 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anuin the Krog Marauder level 17
39th Dusk 122nd year of Ascendancy at 07:46 see stats
Log
Deadly Poison from Assassin Lord hits Anuin for 42 nature damage.
--------------------------------
Anuin misses Assassin Lord.
Anuin hits Shadowblade for 7 lightning damage.
Anuin hits Assassin Lord for 25 physical, 18 lightning, 5 mind, 6 lightning (54 total damage).
Anuin hits Bandit for 7 lightning damage.
Assassin Lord is no longer pinned.
Shadowblade misses Anuin.
Shadowblade misses Anuin.
Assassin Lord uses Venomous Strike.
Assassin Lord misses Anuin.
Anuin is poisoned!
Anuin slows down.
Assassin Lord hits Anuin for 65 nature, 4 darkness, 9 darkness (77 total damage).
Bandit misses Anuin.
Bandit hits Anuin for (9 parried), 19 physical (19 total damage).
Anuin feels pain again.
Anuin stops regenerating health quickly.
Poison from Assassin Lord hits Anuin for 40 nature damage.
Deadly Poison from Assassin Lord hits Anuin for 49 nature damage.
LIFE LOST WARNING!
--------------------------------
Keyboard input temporarily disabled.
Anuin hits Shadowblade for 7 lightning damage.
Anuin hits Assassin Lord for 74 physical, 3 mind, 18 lightning, 5 mind, 20 physical, 18 lightning, 2 mind, 6 lightning (147 total damage).
Anuin hits Bandit for 7 lightning damage.
Anuin's Quickdraw Knife hits Assassin Lord for 30 physical, 18 lightning, 5 mind (52 total damage).
Assassin Lord misses Anuin.
Saving game...



















































































































