














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 | 50 / 3634% |
Size | medium |
Lifes / Deaths | Killed by Zubybeth the ghast at level 47 on the 29th Dusk 124th year of Ascendancy at 09:55 / 2Killed by Doomed Shade of POSITIVE_VIBRATIONS at level 50 on the 31st Regrowth 127th year of Ascendancy at 20:19 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 11) |
Dexterity | 77 (base 60) |
Constitution | 62 (base 47) |
Magic | 31 (base 10) |
Willpower | 116 (base 60) |
Cunning | 117 (base 60) |
Resources
Psi | 228/244 |
Life | -170/1885 |
Steam | 100/100 |
Stamina | 419/512 |
Equilibrium | 48 |
Healing Factor | 1.8198029716162 |
Regeneration | 70.749085842941 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 8 |
See Stealth | 76.592019443141 |
See Invisible | 76.592019443141 |
Offense: Mainhand
Damage | 92 |
Accuracy | 81 |
Crit Chance | 72% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | 86 |
Accuracy | 81 |
Crit Chance | 72% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8.3333333333333 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 89% |
Speed | 1 |
Offense: Damage Bonus
Acid | +46% |
Blight | +34% |
Physical | +27% |
Cold | +29% |
All | +9% |
Lightning | +33% |
Light | +12% |
Mind | +91% |
Darkness | +46% |
Fire | +34% |
Nature | +71% |
Offense: Damage Penetration
Acid | +5% |
Blight | +25% |
Cold | +10% |
All | 0% |
Darkness | +11% |
Light | +15% |
Temporal | +20% |
Mind | +43% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 9 (60.678270784467%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 54 |
Mental Save | 78 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 69%( 70%) |
Arcane | + 47%( 70%) |
Cold | + 67%( 70%) |
All | + 37%( 70%) |
Physical | + 45%( 70%) |
Lightning | + 70%( 70%) |
Light | + 48%( 70%) |
Temporal | + 56%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 56%( 70%) |
Nature | + 67%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 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 863 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 and physical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 831% 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. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.50 |
| 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 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Adaremira the greater faeros. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Neradavea the anaconda. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by shadow. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Arobeth the lesser vampire. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by forest wight. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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: 1651. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 28 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. |
Light source | ![]() 1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +8 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +16 (+3 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +10 Wil dps ---------- Mind.crit +12% Mind.pwr +9 (+2 eff.) Dmg.mod +12% acid +12% darkness +13% mind Acc +25 (+7 eff.) On Hit (Melee): * 10% chance to reduce armor by 14% ----- def ----- Defense +3 (+1 eff.) Resists +3% temporal +9% darkness +5% arcane +21% cold +14% mind +15% fire Phys.save +14 (+4 eff.) Mind.save +48 (+10 eff.) ---------- misc Max.psi +38.00 Light +7 Hateful Whisper: Puts all charms on 9 cooldown Level 5.5 Pwr.cost 9 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 581 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 194.02 arcane damage and stunned). Uses 55 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +15 (+4 eff.) S.pwr/crit +10 Dmg.mod +12% nature Melee Ret 8 arcane ----- def ----- Resists +12% nature ---------- misc Psi/ret +0.08 Setup a psionic shield, reducing all damage taken by 115 for 5 turns Puts all charms on 14 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +9 Cun +6 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 23 physical Ranged+ 29 physical Res.pen +25% blight +15% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 16% chance to reduce all saves and defense by 42 On Hit (Ranged): * 16% chance to reduce all saves and defense by 42 ----- def ----- Mind.save +12 (+3 eff.) Max.HP +76.00 HP.reg +11.00 Heal.mod +18% Confus- +40% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 11 cooldown Level 5.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% acid +5% temporal +15% light On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Resists +12% acid +3% temporal +3% light +25% blight +21% nature +30% mind +26% lightning Poison- +45% Disease- +43% Confus- +35% Stun/Frz- +36% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +60 Crit +25.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 33 out of 28/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 91 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Around waist | ![]() |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +60 Crit +25.0% Atk.spd 100% Melee+ +12 cold While equipped: dps ---------- Mind.crit +11% Mind.pwr +14 (+3 eff.) Dmg.mod +49% mind +25% darkness Res.pen +10% cold +23% mind +11% darkness ----- def ----- Resists +6% mind +9% temporal Dmg.Resnn +15% Max.HP +60.00 Pinning- +10% ---------- misc Psi/ret +1.90 Psi/m.crit +4.00 Max.hate +8.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning +2% physical Crit.chn- 15.00% Max.HP +99.00 Pinning- +10% Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% 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 +6 Str +7 Mag +7 Wil dps ---------- Dmg.mod +24% lightning +18% physical +20% cold ----- def ----- Resists +7% lightning +11% cold +10% blight +15% all Max.HP +96.00 HP.reg +14.30 Heal.mod +30% Poison- +70% Disease- +70% Cut- +70% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] 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 heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 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 644 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 2.5 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 458 life over 5 turns. 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 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 magical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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 cure yourself of one random magical effect and reduce all damage taken by 32% 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 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 4 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 669.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Fatigue -7% Resists +9% fire +5% arcane +12% temporal Crit.chn- 15.00% Max.HP +100.00 HP.reg +7.00 Heal.mod +20% Poison- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% blight Melee Ret 10 acid ----- def ----- Resists +18% acid +12% mind +6% light +12% blight Confus- +23% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +16 Str +10 Dex +10 Wil dps ---------- Dmg.mod +12% arcane Res.pen +20% darkness +10% blight ----- def ----- Armour +8 Defense +12 (+4 eff.) Res.Cap +7% all Phys.save +23 (+7 eff.) Spell.save +3 (+1 eff.) ---------- misc Vim/s.crit +2.32 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 19 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 460 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 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 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +6% blight ----- def ----- Resists +12% temporal Mind.save +3 (+1 eff.) Pinning- +21% Knockbk- +25% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +20.00% Res.pen +20% physical On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Armour +10 Defense +10 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +11 Cun +2 Wil dps ---------- Mind.crit +3% Crit.mult +20.00% Res.pen +20% mind ---------- misc Equi/ret +0.08 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +3% cold Res.pen +20% darkness +20% cold Melee Ret 4 cold ----- def ----- Crit.chn- 15.00% ---------- misc Light +2 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+7 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 20 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (108). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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 [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 4 light ----- def ----- Defense +5 (+2 eff.) Resists +6% fire +12% mind +9% darkness HP.reg +4.00 Confus- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +15% nature Res.pen +15% nature Melee Ret 8 nature ----- def ----- Resists +12% nature +3% fire Phys.save +12 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +12 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +10 Str +4 Dex +5 Wil Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% light ----- def ----- HP.reg +2.00 Stun/Frz- +22% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +6 Str dps ---------- Mind.crit +8% Mind.pwr +30 (+7 eff.) Dmg.mod +18% nature +27% light ----- def ----- Armour +12 Mind.save +19 (+4 eff.) ---------- misc Max.psi +51.72 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% lightning +9% blight Res.pen +15% blight +10% acid Melee Ret 4 blight ----- def ----- Resists +28% lightning +15% blight +12% acid Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex +2 Wil +1 Con dps ---------- Dmg.mod +12% acid Melee Ret 6 physical On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Armour +8 HP.reg +3.00 Stun/Frz- +30% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Wil +8 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +23% cold ----- def ----- Resists +46% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Crit.mult +20.88% Dmg.mod +24% arcane +18% temporal Res.pen +25% light ----- def ----- Phys.save +6 (+2 eff.) Mind.save +14 (+3 eff.) Confus- +48% ---------- misc Stam/turn +3.13 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +5 Dex +6 Mag +5 Cun +5 Con dps ---------- Dmg.mod +18% nature +18% physical Apr +6 ----- def ----- Resists +36% nature ---------- misc Max.stam +31.03 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Acc +13 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Resists +6% lightning +2% physical +3% darkness +15% nature +3% mind +5% arcane Disengage: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% 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 [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 28 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% 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 T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Str +8 Cun +13 Con dps ---------- Res.pen +30% mind +20% light Melee Ret 8 acid On Hit (Melee): * 26% chance to reduce all saves and defense by 42 ----- def ----- Mind.save +15 (+3 eff.) Confus- +50% ---------- misc Light +4 See.Invis +18 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +13% lightning +14% fire Res.pen +15% cold Acc +10 (+3 eff.) Apr +10 Melee Ret 2 cold ----- def ----- Defense +10 (+3 eff.) Resists +26% lightning +3% temporal +6% light +28% fire +3% cold +12% acid Disengage: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% 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 [Rare] Master While equipped: Stats +6 Wil +10 Cun +4 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Crit.chn- 15.00% HP.reg +4.00 Stun/Frz- +32% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +18% cold ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning +12% fire +5% arcane Die.at -80.00 life Max.HP +80.00 HP.reg +4.00 Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +16% lightning Melee Ret 10 arcane ----- def ----- Resists +32% lightning +4% physical ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +11% Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Blinding Speed: Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +3 Con ----- def ----- Spell.save +15 (+5 eff.) Max.HP +78.00 HP.reg +14.00 Heal.mod +16% ---------- misc Max.stam +31.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Str +2 Mag +2 Cun +9 Con dps ---------- Spell.crit +3% Phys.pwr +13 (+4 eff.) Spell.pwr +30 (+5 eff.) S.pwr/crit +10 ---------- misc Equi/ret +0.28 Psi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +6% nature +7% blight Max.HP +49.00 HP.reg +5.00 Heal.mod +12% Poison- +11% Disease- +11% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +20% mind Res.pen +10% physical Melee Ret 8 physical 10 fire On Hit (Melee): * 21% chance to reduce damage dealt by 34% ----- def ----- Defense +30 (+8 eff.) Resists +20% mind +9% fire Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+7 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 109 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +18% light Res.pen +10% light +5% lightning ----- def ----- Defense +23 (+6 eff.) Resists +10% acid +3% light +9% fire +8% cold +9% lightning Mind.save +11 (+2 eff.) Stealth +13 ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Con +6 Wil dps ---------- Phys.crit +11.0% Phys.pwr +11 (+3 eff.) Mind.pwr +7 (+2 eff.) S.pwr/crit +6 Res.pen +9% physical +20% mind +10% arcane Apr +20 Melee Ret 6 mind ----- def ----- Armour +5 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +20.00 Blindside: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Pinning- +575% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 4.5 Pwr.cost 9 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 34.51 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 184.02 lightning and 175.71 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
![]() 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% Dex, 40% Str, 40% Cun 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. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +11 Wil +5 Cun dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Dmg.mod +13% acid +12% mind Res.pen +5% arcane ----- def ----- Defense +3 (+1 eff.) Resists +19% acid +13% mind Crit.chn- 10.00% Phys.save +10 (+3 eff.) Mind.save +11 (+2 eff.) ---------- misc Max.psi +21.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+10 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 T5 head armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +9% Mind.pwr +19 (+4 eff.) Dmg.mod +20% mind +19% nature ----- def ----- Defense +3 (+1 eff.) Resists +15% blight +41% nature +12% light +17% mind Phys.save +13 (+4 eff.) Mind.save +20 (+4 eff.) ---------- misc Max.hate +6.00 Max.psi +40.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T5 head armor [Random Unique] Disrupt/Psionic While equipped: Stats +13 Cun +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Defense +3 (+1 eff.) Resists +21% nature +13% blight Mind.save +12 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +9 Str dps ---------- Dmg.mod +12% lightning +3% light Res.pen +10% temporal Acc +9 (+3 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +5% Resists +9% light Phys.save +25 (+8 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 Skullcracker: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 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 143.2 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 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 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+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: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +8% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 55 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% nature Mind.save +6 (+1 eff.) Die.at -80.00 life HP.reg +4.00 ---------- misc Light +3 See.Stealth +7 See.Invis +7 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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 110 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 (+6 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 [Rare] Psionic While equipped: Stats +4 Dex +8 Con dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 42 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Blast the opponent's mind dealing 525 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +4 Dex +5 Mag +3 Cun dps ---------- Dmg.mod +6% darkness Res.pen +26% lightning Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to heal for 110. 100% to increase all damage penetration by 23% for 2 turns. 100% to increase all damage by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% blight +3% darkness Res.pen +5% blight ----- def ----- Resists +9% blight +12% darkness Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 145 for 5 turns Puts all charms on 14 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +4 Dex +2 Wil +3 Con dps ---------- Spell.pwr +15 (+2 eff.) Acc +15 (+4 eff.) ---------- misc Mana/turn +0.04 Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 9 cooldown 100% to heal for 101. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 71% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 28 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% light +12% darkness Res.pen +15% darkness +5% light ----- def ----- Resists +6% darkness Sting an enemy dealing 516 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to increase all damage by 17% for 2 turns. 100% to increase the duration of 2 beneficial effects 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. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By POSITIVE_VIBRATIONS the Cornac Rogue level 38
69th Regrowth 124th year of Ascendancy at 14:47 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
14th Regrowth 125th year of Ascendancy at 04:43 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 38
24th Regrowth 124th year of Ascendancy at 02:12 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 31
68th Pyre 123rd year of Ascendancy at 10:05 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
74th Dusk 126th year of Ascendancy at 15:01 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
64th Dusk 126th year of Ascendancy at 20:19 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 48
29th Dusk 124th year of Ascendancy at 17:42 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
67th Dusk 126th year of Ascendancy at 04:20 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 42
2nd Pyre 124th year of Ascendancy at 00:00 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 29
23rd Pyre 123rd year of Ascendancy at 01:25 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 49
41st Dusk 124th year of Ascendancy at 10:13 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 8
10th Mirth 122nd year of Ascendancy at 14:39 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 40
78th Regrowth 124th year of Ascendancy at 16:17 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
69th Regrowth 126th year of Ascendancy at 11:18 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 35
17th Regrowth 124th year of Ascendancy at 20:12 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 31
73rd Pyre 123rd year of Ascendancy at 14:56 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
38th Dusk 125th year of Ascendancy at 23:24 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 23
63rd Haze 122nd year of Ascendancy at 23:08 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 32
28th Haze 123rd year of Ascendancy at 00:31 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 24
74th Haze 122nd year of Ascendancy at 07:36 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
53rd Pyre 125th year of Ascendancy at 17:05 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 33
63rd Haze 123rd year of Ascendancy at 13:49 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
65th Dusk 126th year of Ascendancy at 04:58 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 10
11st Dusk 122nd year of Ascendancy at 19:04 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 20
10th Haze 122nd year of Ascendancy at 01:20 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 30
42nd Pyre 123rd year of Ascendancy at 20:16 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 40
76th Regrowth 124th year of Ascendancy at 11:21 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
16th Haze 124th year of Ascendancy at 00:40 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
72nd Regrowth 125th year of Ascendancy at 23:19 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 32
40th Dusk 123rd year of Ascendancy at 23:41 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
1st Pyre 125th year of Ascendancy at 05:10 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
43rd Haze 124th year of Ascendancy at 01:55 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 39
74th Regrowth 124th year of Ascendancy at 14:51 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 41
79th Regrowth 124th year of Ascendancy at 01:00 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
38th Dusk 125th year of Ascendancy at 23:23 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 8
8th Dusk 122nd year of Ascendancy at 10:44 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
18th Haze 124th year of Ascendancy at 19:24 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 32
5th Mirth 123rd year of Ascendancy at 15:01 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 24
75th Haze 122nd year of Ascendancy at 10:54 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
38th Dusk 125th year of Ascendancy at 23:24 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 19
8th Haze 122nd year of Ascendancy at 00:04 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
80th Regrowth 125th year of Ascendancy at 08:43 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 43
60th Pyre 124th year of Ascendancy at 16:05 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 24
74th Haze 122nd year of Ascendancy at 20:27 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 26
1st Regrowth 123rd year of Ascendancy at 04:32 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 17
40th Dusk 122nd year of Ascendancy at 07:39 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 47
29th Dusk 124th year of Ascendancy at 09:56 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 37
22nd Regrowth 124th year of Ascendancy at 02:21 see stats
By POSITIVE_VIBRATIONS the Cornac Rogue level 50
65th Dusk 126th year of Ascendancy at 08:52 see stats
Log
Yeek mindslayer's armor corrodes!
Blade Flurry performs a melee critical strike against Yeek mindslayer!
Poison bursts out of Yeek mindslayer's corpse!
Yeek mindslayer is poisoned!
Yeek mindslayer is poisoned!
Blade Flurry performs a melee critical strike against Yeek mindslayer!
Doomed Shade of POSITIVE_VIBRATIONS performs a melee critical strike against POSITIVE_VIBRATIONS!
POSITIVE_VIBRATIONS reacts to an attack from Doomed Shade of POSITIVE_VIBRATIONS, mitigating the blow!.
Doomed Shade of POSITIVE_VIBRATIONS performs a melee critical strike against POSITIVE_VIBRATIONS!
POSITIVE_VIBRATIONS reacts to an attack from Doomed Shade of POSITIVE_VIBRATIONS, mitigating the blow!.
POSITIVE_VIBRATIONS's mind surges with critical power!
POSITIVE_VIBRATIONS attunes to the damage.
POSITIVE_VIBRATIONS resists the vile poison!
Doomed Shade of POSITIVE_VIBRATIONS performs a melee critical strike against POSITIVE_VIBRATIONS!
POSITIVE_VIBRATIONS reacts to an attack from Doomed Shade of POSITIVE_VIBRATIONS, mitigating the blow!.
Doomed Shade of POSITIVE_VIBRATIONS performs a melee critical strike against POSITIVE_VIBRATIONS!
POSITIVE_VIBRATIONS resists the vile poison!
Doomed Shade of POSITIVE_VIBRATIONS performs a melee critical strike against POSITIVE_VIBRATIONS!
POSITIVE_VIBRATIONS reacts to an attack from Doomed Shade of POSITIVE_VIBRATIONS, mitigating the blow!.
POSITIVE_VIBRATIONS resists the vile poison!
Doomed Shade of POSITIVE_VIBRATIONS performs a melee critical strike against POSITIVE_VIBRATIONS!
POSITIVE_VIBRATIONS reacts to an attack from Doomed Shade of POSITIVE_VIBRATIONS, mitigating the blow!.
Doomed Shade of POSITIVE_VIBRATIONS performs a melee critical strike against POSITIVE_VIBRATIONS!
POSITIVE_VIBRATIONS resists the vile poison!
Doomed Shade of POSITIVE_VIBRATIONS performs a melee critical strike against POSITIVE_VIBRATIONS!
Doomed Shade of POSITIVE_VIBRATIONS hits Yeek mindslayer for (54 to psi shield), 81 physical (81 total damage).
Doomed Shade of POSITIVE_VIBRATIONS hits POSITIVE_VIBRATIONS for 46 physical, (208 reacted , -6 stam), 354 mind, (145 reacted , -6 stam), 247 mind, (4 antimagic), 0 cold, (167 reacted , -6 stam), 284 mind, 27 physical, (151 reacted , -6 stam), 258 mind, (4 antimagic), 0 cold, (168 reacted , -6 stam), 286 mind (1502 total damage).
Blade Flurry hits Yeek mindslayer for 649 mind, 468 mind (1117 total damage).
Melee retaliation hits Doomed Shade of POSITIVE_VIBRATIONS for (8 antimagic), 0 arcane, (8 antimagic), 0 arcane, (6 antimagic), 0 arcane, (8 antimagic), 0 arcane, (8 antimagic), 0 arcane, (8 antimagic), 0 arcane, (8 antimagic), 0 arcane, (8 antimagic), 0 arcane, (8 antimagic), 0 arcane (0 total damage).
POSITIVE_VIBRATIONS the level 50 cornac rogue was psyched to death by a Doomed Shade of POSITIVE_VIBRATIONS but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.