















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 36 / 47% |
Size | huge |
Lifes / Deaths | Killed by Ce'Nirebrevea the vampire at level 34 on the 51st Pyre 124th year of Ascendancy at 09:12 / 2Killed by skeleton master archer at level 36 on the 69th Pyre 124th year of Ascendancy at 16:38 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 11) |
Dexterity | 70 (base 60) |
Constitution | 11 (base 10) |
Magic | 21 (base 10) |
Willpower | 57 (base 33) |
Cunning | 89 (base 60) |
Resources
Life | -217/1221 |
Stamina | 143/322 |
Equilibrium | 59 |
Healing Factor | 1.3097162075846 |
Regeneration | 13.422204741601 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 47.509349804974 |
See Invisible | 65.509349804974 |
Offense: Mainhand
Damage | 56 |
Accuracy | 48 |
Crit Chance | 37% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 48 |
Crit Chance | 36% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +27% |
Mind | +23% |
All | 0% |
Lightning | +21% |
Light | +9% |
Physical | +21% |
Darkness | +4% |
Cold | +26% |
Fire | +14% |
Nature | +12% |
Offense: Damage Penetration
Physical | +8% |
Arcane | +25% |
Mind | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (49.007671158813%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 48 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 51%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 45%( 70%) |
All | + 28%( 70%) |
Lightning | + 42%( 70%) |
Light | + 32%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 37%( 70%) |
Darkness | + 34%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 32% |
Poison Resistance | 10% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 30% for 3 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 grave | active |
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 injured seer from death by Lisuriwyn the ninurlhing. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by grave wight. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by WE_ARE_SO_BACK. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | 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 Wrathroot. * 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 366. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of bone giant dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. * You've found the needed pouch of luminous horror dust. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed honey tree root. * You've found the needed ritch stinger. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 13 out of 8/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +10 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Dmg.mod +7% mind ----- def ----- Resists +9% darkness +3% all Crit.chn- 5.00% Spell.save +7 (+3 eff.) Die.at -60.00 life Max.HP +40.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +15% blight +6% cold +5% arcane Max.HP +100.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+5 eff.) Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 100.08 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 103 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +1% Dmg.mod +27% arcane ----- def ----- Resists +6% light Max.HP +29.00 Disarm- +32% Pinning- +29% Knockbk- +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Mag +6 Wil +2 Cun dps ---------- Crit.mult +20.00% Dmg.mod +6% light Res.pen +10% mind ----- def ----- Mind.save +12 (+4 eff.) ---------- misc See.Invis +15 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil +5 Cun +1 Con dps ---------- Mind.crit +2% Dmg.mod +12% mind Res.pen +25% arcane Melee Ret 4 arcane ----- def ----- Mind.save +6 (+2 eff.) ---------- misc See.Invis +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 14.3 Mind 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% On Hit.r1 +4 light On Hit: * 20% chance to slow global speed by 58% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +16% lightning +3% light +14% fire +12% nature +9% cold ----- def ----- Mind.save +6 (+2 eff.) Heal.mod +15% Heal/summ +30 ---------- misc Max.psi +21.00 Light +2 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 10.0 - 11.0 Mind 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% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 13 physical 6 mind 4 darkness Dmg.mod +9% physical +4% mind +4% darkness Res.pen +8% physical ----- def ----- Resists +6% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +6% blight +2% physical Mind.save +6 (+2 eff.) Die.at -80.00 life Max.HP +42.00 Poison- +10% 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 T5 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +12% physical +17% cold ----- def ----- Resists +10% lightning +7% cold +11% blight +15% all Max.HP +78.00 HP.reg +5.10 Heal.mod +15% 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 increase movement speed by 696% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 759% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 increase movement speed by 635% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 720% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 increase movement speed by 672% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 545 life over 5 turns. 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. |
![]() 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 cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 physical effect and reduce all damage taken by 33% for 3 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. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness +5% fire ----- def ----- Defense +10 (+3 eff.) Resists +3% lightning +1% physical +9% light Phys.save +3 (+1 eff.) Heal.mod +22% Cut- +50% Heal: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 270 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Defense +10 (+3 eff.) Phys.save +6 (+3 eff.) Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +20% blight ----- def ----- Armour +10 Defense +12 (+4 eff.) Resists +3% blight +8% physical +12% mind Res.Cap +8% all Phys.save +19 (+9 eff.) ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Wil dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +15 (+4 eff.) Acc +30 (+9 eff.) ----- def ----- Armour +4 Resists +13% mind Confus- +25% 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 (+7 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 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +6% blight Res.pen +15% arcane +25% cold Melee Ret 10 blight ----- def ----- Resists +9% temporal Mind.save +11 (+4 eff.) Confus- +18% ---------- misc Max.vim +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 24 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (110). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +12% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% mind Res.pen +5% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +10% light +12% darkness Mind.save +6 (+2 eff.) Blind- +21% Confus- +14% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Res.pen +10% mind ----- def ----- Resists +6% blight +2% physical Phys.save +3 (+1 eff.) Mind.save +8 (+3 eff.) Cut- +20% Disarm- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 33 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +5% darkness Melee Ret 10 darkness ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Infravis +1 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% cold +12% nature Res.pen +20% lightning Melee Ret 4 cold ----- def ----- Resists +24% nature +9% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% light +25% fire ----- def ----- Resists +10% nature +8% blight Mind.save +8 (+3 eff.) Max.HP +20.00 Poison- +15% Disease- +16% Disarm- +21% Confus- +27% Pinning- +26% Knockbk- +29% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+2 eff.) Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +49.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 7 cooldown Level 2.6 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +4 Resists +20% lightning Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Psionic Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 darkness Against +10% Living On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Con +7 Wil dps ---------- S.pwr/crit +8 Res.pen +5% arcane ----- def ----- Max.HP +16.00 Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Wil +8 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +6% physical ----- def ----- Max.HP +10.00 Disarm- +13% Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.0 - 8.8 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% While equipped: Stats +4 Str +1 Dex +2 Mag +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +12% lightning Res.pen +6% lightning ----- def ----- Resists +23% lightning +10% fire +10% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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 T3 mindstar 1H weapon [Ego+] Nature Power 7.5 - 8.2 Mind 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% While equipped: Stats +3 Str +3 Dex +3 Mag +2 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +12% lightning Res.pen +7% lightning ----- def ----- Resists +7% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +7% Crit.mult +9.00% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Poison- +10% Stun/Frz- +20% ---------- misc Max.psi +40.00 Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Dex +3 Wil +4 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Mind.save +8 (+3 eff.) Max.HP +68.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Defense +11 (+3 eff.) Resists +3% light +5% arcane Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Stealth +7 Cut- +20% Pinning- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +2 Cun +3 Con dps ---------- Melee Ret 4 arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Light +1 Infravis +3 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +12 (+4 eff.) Fatigue -4% Resists +6% lightning +3% physical +9% mind Die.at -80.00 life Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +12 Mag +11 Wil dps ---------- Dmg.mod +13% lightning +12% physical +10% cold +17% mind +6% nature Melee Ret 6 temporal ----- def ----- Resists +7% lightning +9% temporal +10% cold +17% mind +11% all ---------- misc Mana/turn +0.21 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Resists +20% darkness +12% nature +12% cold +13% mind +11% all Phys.save +16 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save +26 (+9 eff.) Heal.mod +20% Cut- +20% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +6% temporal +6% blight +10% fire +6% acid +7% cold Die.at -60.00 life Max.HP +40.00 Heal.mod +15% Disengage: Puts all charms on 10 cooldown Level 3.9 Pwr.cost 10 out of 15/15. 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 185% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 33 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +4 Dex +10 Wil +7 Lck dps ---------- Dmg.mod +6% light ----- def ----- Armour +1 Resists +6% light Stealth +6 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +7 Con dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +12% acid +7% physical Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +4 Fatigue +3% Die.at -40.00 life ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 39 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Mag +8 Wil +2 Cun dps ---------- Spell.crit +1% Mind.pwr +4 (+2 eff.) Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +6% mind Res.pen +15% mind +15% lightning ----- def ----- Armour +3 Fatigue +3% Resists +3% darkness A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +30% mind ----- def ----- Armour +4 Fatigue +4% Resists +15% mind Phys.save +17 (+8 eff.) ---------- misc Psi/ret +0.12 Infravis +3 See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +7 Str +6 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% nature Spell.save +6 (+3 eff.) Max.HP +61.00 Heal.mod +12% Skullcracker: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 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 80.7 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Mind.crit +4% Spell.pwr +5 (+2 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Psi/turn +0.14 A pointy cloth hat, very wizardly... |
![]() 3.0 T4 arrow ammo [Random Unique] Arcane/Master/Psionic Power 45.5 - 63.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +14 Crit +2.5% Capacity 20 Phasing +20% Ranged+ +12 blight +29 physical On Hit.r1 +8 darkness +15 fire On Crit.r2 +12 darkness On Hit: * 20% chance to knock the target back 3 spaces and deal 196 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 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 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +7 Dex +7 Wil +2 Con dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +8 (+3 eff.) Melee Ret 4 physical ----- def ----- Armour +2 Resists +12% lightning Die.at -80.00 life ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Resists +12% lightning +5% arcane Max.HP +40.00 Blind- +27% Confus- +14% ---------- misc Light +7 See.Stealth +8 See.Invis +7 Track: Puts all charms on 26 cooldown Level 6.5 Pwr.cost 26 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex ----- def ----- Resists +3% fire +3% mind +6% darkness Max.HP +80.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 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 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 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 400 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 17 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 10 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 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 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 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. |
Achievements
By WE_ARE_SO_BACK the Cornac Rogue level 30
80th Haze 123rd year of Ascendancy at 19:32 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 25
39th Dusk 123rd year of Ascendancy at 13:21 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 8
10th Mirth 122nd year of Ascendancy at 14:24 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 34
6th Pyre 124th year of Ascendancy at 15:36 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 24
70th Pyre 123rd year of Ascendancy at 14:42 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 30
1st Allure 124th year of Ascendancy at 04:18 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 30
8th Allure 124th year of Ascendancy at 09:45 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 10
34th Dusk 122nd year of Ascendancy at 14:22 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 20
48th Haze 122nd year of Ascendancy at 16:29 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 30
48th Haze 123rd year of Ascendancy at 15:56 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 22
61st Regrowth 123rd year of Ascendancy at 04:26 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 35
56th Pyre 124th year of Ascendancy at 13:00 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 8
22nd Dusk 122nd year of Ascendancy at 21:05 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 22
17th Pyre 123rd year of Ascendancy at 06:13 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 14
69th Dusk 122nd year of Ascendancy at 03:38 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 22
15th Pyre 123rd year of Ascendancy at 22:42 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 25
38th Dusk 123rd year of Ascendancy at 01:55 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 17
6th Haze 122nd year of Ascendancy at 10:16 see stats
By WE_ARE_SO_BACK the Cornac Rogue level 34
51st Pyre 124th year of Ascendancy at 09:12 see stats
Log
Armoured skeleton warrior hits WE_ARE_SO_BACK for (35 to ice), 53 physical, (4 antimagic), 0 darkness (53 total damage).
Melee retaliation hits Iceblock for 6 arcane damage.
Talent Expose Weakness is ready to use.
The Master casts Rime Wraith.
Armoured skeleton warrior hits WE_ARE_SO_BACK for (31 to ice), 47 physical, (4 antimagic), 0 darkness (47 total damage).
Melee retaliation hits Iceblock for 6 arcane damage.
WE_ARE_SO_BACK is free from the ice.
Rime Wraith from The Master hits WE_ARE_SO_BACK for (22 antimagic), 0 cold (0 total damage).
Bleeding from WE_ARE_SO_BACK hits The Master for 40 physical damage.
WE_ARE_SO_BACK is no longer attuned.
Talent Flurry is ready to use.
Talent Infusion: Wild is ready to use.
WE_ARE_SO_BACK's mind surges with critical power!
WE_ARE_SO_BACK attunes to the damage.
Armoured skeleton warrior hits WE_ARE_SO_BACK for 103 physical, (7 antimagic), 0 darkness (103 total damage).
Melee retaliation hits Armoured skeleton warrior for (5 absorbed), 0 arcane (0 total damage).
Armoured skeleton warrior receives 17 healing from Rime Wraith from The Master.
The Master casts Rune: Shielding.
A shield forms around The Master.
The Master uses Stunning Blow.
The Master misses WE_ARE_SO_BACK.
WE_ARE_SO_BACK uses Tumble.
Skeleton master archer uses Crippling Shot.
WE_ARE_SO_BACK cover of leaves falls apart.
Talent Mana Clash is ready to use.
WE_ARE_SO_BACK slows down.
Skeleton master archer's Crippling Shot hits WE_ARE_SO_BACK for 157 physical damage.
WE_ARE_SO_BACK the level 36 cornac rogue was mutilated to death by a skeleton master archer on level 9 of Dreadfell.