














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 | 33 / 50% |
Size | medium |
Lifes / Deaths | Killed by Eilinyssra the skeleton warrior at level 31 on the 51st Regrowth 123rd year of Ascendancy at 09:12 / 2Killed by Urkis, the High Tempest at level 33 on the 79th Regrowth 123rd year of Ascendancy at 07:27 |
Primary Stats
Strength | 19 (base 11) |
Dexterity | 73 (base 60) |
Constitution | 45 (base 20) |
Magic | 26 (base 10) |
Willpower | 39 (base 10) |
Cunning | 85 (base 60) |
Resources
Life | -159/816 |
Stamina | 178/284 |
Healing Factor | 1.2511689881047 |
Regeneration | 35.905206741256 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 46.668763219123 |
See Invisible | 55.668763219123 |
Offense: Mainhand
Damage | 97 |
Accuracy | 60 |
Crit Chance | 44% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 60 |
Crit Chance | 42% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Lightning | +27% |
Acid | +5% |
Temporal | +11% |
Blight | +44% |
Arcane | +17% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +13% |
Lightning | +40% |
Physical | +52% |
Acid | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (49.007671158813%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 21 |
Mental Save | 43 |
Defense: Resistances
Cold | + 39%( 70%) |
Lightning | + 62%( 70%) |
Light | + 32%( 70%) |
Mind | + 34%( 70%) |
Blight | + 42%( 70%) |
Acid | + 45%( 70%) |
Fire | + 33%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Disarm Resistance | 44% |
Silence Resistance | 20% |
Confusion Resistance | 54% |
Knockback Resistance | 40% |
Stun Resistance | 48% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 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 354 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 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 198 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 842% 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
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 26.4 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by umber hulk. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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 Horned Horror. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 177. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bear paw. * You've found the needed pouch of luminous horror dust. 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 bloated horror heart. * You've found the needed pouch of faeros ash. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. | active |
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 within3 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 | ![]() 2.0 T1 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +1 Silence- +20% Confus- +24% Stun/Frz- +23% Blindside: Puts all charms on 14 cooldown Level 3.0 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +1 Dex +1 Wil dps ---------- Melee Ret 19 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +7% fire ---------- misc Light +10 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Dmg.mod +15% lightning +24% blight Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +22% lightning Phys.save +9 (+4 eff.) Mind.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid +3% fire Acc +6 (+1 eff.) Melee Ret 2 light 4 fire ----- def ----- Armour +2 Fatigue +3% Resists +5% acid +6% light Phys.save +7 (+3 eff.) Mind.save +6 (+2 eff.) HP.reg +2.00 Disarm- +23% ---------- misc Stam/turn +1.10 Max.stam +16.00 Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Perfect Control 3 On Hit: 10% Nightmare 3 On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +1 Dex +6 Mag +2 Wil +2 Con dps ---------- Res.pen +10% lightning Setup a psionic shield, reducing all damage taken by 141 for 5 turns Puts all charms on 14 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 28% for 2 turns. 100% to reduce fatigue by 40% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +3.0% Crit.mult +15.00% Dmg.mod +6% lightning Res.pen +20% lightning +25% physical Acc +13 (+3 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% acid +10% lightning On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Fatigue -6% Resists +12% lightning ---------- misc Max.enc +26 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +13% lightning +15% cold +6% mind +15% acid Blind- +10% Disarm- +10% Confus- +20% Stun/Frz- +25% Amulets make your neck look great! |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 31.5 - 41.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +8 Str +5 Dex +6 Mag +7 Wil +5 Cun +7 Con dps ---------- Phys.crit +6.0% Phys.pwr +9 (+3 eff.) Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 16.5 - 21.4 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 +13 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +9% physical ----- def ----- Max.HP +41.00 Disarm- +11% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +3% acid Crit.chn- 15.00% Phys.save +6 (+3 eff.) Max.HP +53.00 Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Dmg.mod +20% blight +10% physical +17% arcane +11% temporal Res.pen +13% temporal +12% physical ----- def ----- Resists +20% blight +13% all Anom.red +10 ---------- misc Hate/m.crit +4.00 Max.mana +66.00 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 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 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 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 225 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 762% 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 910% 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 723% 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 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 366 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 218 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 1.0 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 365 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 1.0 Use mode Activated Range melee/personal Cooldown 17 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 388 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 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 600 life over 5 turns. Its effects scale with your Constitution 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 magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Dex +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +12% blight +3% cold +23% nature Poison- +22% Disease- +23% ---------- misc Light +3 Amulets make your neck look great! |
![]() 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 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Dex +6 Con +10 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +5% arcane +3% light Unseen.red 12% ---------- misc Light +2 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +19% blight +7% physical +15% nature Phys.save +11 (+5 eff.) Spell.save +9 (+4 eff.) Max.HP +47.00 HP.reg +4.00 Blind- +20% Poison- +29% Disease- +20% ---------- misc Stam/turn +0.50 Max.psi +40.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +4% acid +5% fire +4% cold +4% lightning Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -7% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +4 Mag dps ---------- Phys.crit +4.0% Res.pen +10% mind Apr +3 Melee Ret 4 mind ----- def ----- Armour +4 Fatigue -8% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +6% light Res.pen +20% acid Melee Ret 6 lightning ----- def ----- Max.HP +22.00 Disarm- +23% Pinning- +23% Knockbk- +21% ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +11% light +11% darkness Res.pen +5% light ----- def ----- Resists +31% light +22% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +4 Wil dps ---------- Res.pen +10% lightning Acc +11 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Resists +4% physical Crit.chn- 15.00% ---------- misc Max.stam +30.00 Light +3 Infravis +2 Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 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 [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +6% lightning ----- def ----- Armour +4 Resists +9% lightning Max.HP +100.00 Blind- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Str dps ---------- Phys.crit +3.0% Phys.pwr +18 (+6 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Defense +10 (+3 eff.) Resists +6% darkness +2% physical ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag +4 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 13 light Ranged+ 19 light Dmg.mod +12% light +9% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Resists +3% darkness Max.HP +20.00 Disarm- +22% Pinning- +25% Knockbk- +25% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.14 cold and 14.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 33 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 16 light Ranged+ 11 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +9% blight +6% temporal +3% cold Crit.chn- 10.00% Mind.save +12 (+4 eff.) Blind- +20% Disarm- +20% Confus- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 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 T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +13% nature Melee Ret 8 fire ----- def ----- Resists +26% nature +12% light Mind.save +8 (+3 eff.) Blind- +20% Confus- +24% ---------- misc Infravis +5 See.Stealth +9 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Acc +6 (+1 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Fatigue -4% Resists +22% fire ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +22.00 Disarm- +21% Pinning- +24% Knockbk- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning +3% fire Res.pen +10% acid Melee Ret 2 lightning 4 fire ----- def ----- Max.HP +26.00 Disarm- +27% Pinning- +28% Knockbk- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% cold Res.pen +25% cold On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +6% lightning +3% cold Max.HP +25.00 Disarm- +27% Pinning- +32% Knockbk- +32% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+5 eff.) Max.HP +30.00 Disarm- +21% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +5 fire While equipped: dps ---------- All.spd +1% Res.pen +11% fire +5% all Acc +11 (+3 eff.) Apr +11 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 19.0 - 24.7 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+ +4 cold +12 temporal On Crit.r2 +16 fire On Hit: 20% Curse of Vulnerability 3 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +15% cold ----- def ----- Resists +6% fire +7% temporal Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Psionic Power 20.5 - 26.7 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+ +8 darkness Against +7% Living While equipped: Stats +10 Con +8 Wil ----- def ----- Max.HP +32.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 15.0 - 19.5 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 +1 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +14% Sharp, short and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 light Against +15% Undead While equipped: dps ---------- Phys.pwr +30 (+10 eff.) ----- def ----- Defense +30 (+8 eff.) Resists +2% physical +6% cold +6% temporal Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Nature/Disrupt Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Against +7% Unnatural On Crit.r2 +11 lightning +8 cold While equipped: Stats +2 Wil dps ---------- Mov.spd +29% Res.pen +8% lightning +11% cold Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.5 - 6.1 Mind 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% On Crit.r2 +12 acid While equipped: Stats +4 Con dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 23% ---------- misc Light +3 See.Invis +24 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% On Crit.r2 +8 light +8 physical While equipped: Stats +6 Str dps ---------- S.pwr/crit +6 Res.pen +9% all Acc +10 (+2 eff.) Apr +11 Melee Ret 8 arcane Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% blight Melee Ret 8 blight ----- def ----- Armour +14 HP.reg +4.00 Disease- +20% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +16% nature +21% light Melee Ret 8 light ----- def ----- Resists +2% physical +24% nature +9% all Phys.save +9 (+4 eff.) ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +28% darkness +12% blight ----- def ----- Resists +12% blight +6% temporal +41% darkness +9% all Spell.save +3 (+1 eff.) Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +10% Spell.pwr +10 (+5 eff.) Dmg.mod +10% acid +10% physical +13% light +11% cold +10% fire +13% darkness Res.pen +10% acid ----- def ----- Resists +34% acid +15% physical +3% blight +13% cold +12% fire +11% all Spell.save +18 (+9 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 9 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% lightning +12% mind ----- def ----- Armour +3 Resists +30% lightning +6% temporal +9% mind Def/telep +10 Res/telep +10% Dur/telep +10% Rush: Puts all charms on 14 cooldown Level 3.9 Pwr.cost 14 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 11 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Mag +9 Wil +4 Cun dps ---------- Phys.crit +9.0% Spell.crit +13% Mind.crit +8% Crit.mult +9.00% Spell.pwr +7 (+3 eff.) Melee+ 7 arcane Dmg.mod +5% arcane Res.pen +10% darkness Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +4% arcane Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +10 Crit +9.0% Atk.spd 100% Melee+ +10 arcane On Hit: 10% Manathrust 3 On Hit: 15% Perfect Strike 3 On Crit: 20% Cripple 3 Steady Shot: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +7 Str +1 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold ---------- misc Light +2 A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Breathe water A cap made of leather. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% arcane +12% mind Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +7% physical +5% arcane +15% mind Phys.save +16 (+8 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +14 (+4 eff.) Fatigue +7% Resists +21% lightning +1% physical HP.reg +4.00 Heal.mod +20% Pinning- +20% ---------- misc Light +3 A suit of armour made of leather. |
![]() 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ----- def ----- Resists +6% acid Phys.save +3 (+1 eff.) Mind.save +9 (+3 eff.) Max.HP +60.00 Silence- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +9% acid +12% mind ----- def ----- Die.at -80.00 life ---------- misc Max.stam +30.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% ----- def ----- Resists +6% lightning Mind.save +6 (+2 eff.) Die.at -80.00 life Max.HP +44.00 ---------- misc Hate/m.crit +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +10 Mag dps ---------- Phys.crit +3.0% ----- def ----- Defense +6 (+2 eff.) Resists +2% physical Phys.save +11 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.crit +3.0% Res.pen +10% darkness +25% physical Acc +15 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Phys.save +13 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +14 (+5 eff.) ---------- misc Max.stam +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 111 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 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% cold On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +3% darkness Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 9 cooldown 100% to increase the duration of 1 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 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to heal for 44. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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_GO_AGAIN the Cornac Rogue level 8
10th Mirth 122nd year of Ascendancy at 03:46 see stats
By WE_GO_AGAIN the Cornac Rogue level 31
41st Regrowth 123rd year of Ascendancy at 19:02 see stats
By WE_GO_AGAIN the Cornac Rogue level 24
72nd Dusk 122nd year of Ascendancy at 03:23 see stats
By WE_GO_AGAIN the Cornac Rogue level 27
2nd Wintertide 123rd year of Ascendancy at 04:11 see stats
By WE_GO_AGAIN the Cornac Rogue level 30
18th Regrowth 123rd year of Ascendancy at 06:57 see stats
By WE_GO_AGAIN the Cornac Rogue level 10
13rd Dusk 122nd year of Ascendancy at 15:14 see stats
By WE_GO_AGAIN the Cornac Rogue level 20
52nd Dusk 122nd year of Ascendancy at 01:38 see stats
By WE_GO_AGAIN the Cornac Rogue level 30
13rd Regrowth 123rd year of Ascendancy at 07:27 see stats
By WE_GO_AGAIN the Cornac Rogue level 26
12nd Haze 122nd year of Ascendancy at 18:08 see stats
By WE_GO_AGAIN the Cornac Rogue level 26
12nd Haze 122nd year of Ascendancy at 07:04 see stats
By WE_GO_AGAIN the Cornac Rogue level 8
10th Dusk 122nd year of Ascendancy at 09:53 see stats
By WE_GO_AGAIN the Cornac Rogue level 31
42nd Regrowth 123rd year of Ascendancy at 14:33 see stats
By WE_GO_AGAIN the Cornac Rogue level 20
53rd Dusk 122nd year of Ascendancy at 17:58 see stats
By WE_GO_AGAIN the Cornac Rogue level 29
13rd Regrowth 123rd year of Ascendancy at 05:43 see stats
By WE_GO_AGAIN the Cornac Rogue level 31
41st Regrowth 123rd year of Ascendancy at 19:07 see stats
By WE_GO_AGAIN the Cornac Rogue level 23
64th Dusk 122nd year of Ascendancy at 05:25 see stats
By WE_GO_AGAIN the Cornac Rogue level 16
27th Dusk 122nd year of Ascendancy at 14:58 see stats
By WE_GO_AGAIN the Cornac Rogue level 31
51st Regrowth 123rd year of Ascendancy at 09:12 see stats
Log
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Keyboard input temporarily disabled.
WE_GO_AGAIN uses Tumble.
WE_GO_AGAIN slows down.
Ran for 2 turns (stop reason: taken damage).
Talent Garrote is ready to use.
Talent Expose Weakness is ready to use.
Something teleports some damage to WE_GO_AGAIN!
Hurricane from Urkis, the High Tempest hits WE_GO_AGAIN for 89 lightning damage.
Bleeding from WE_GO_AGAIN hits WE_GO_AGAIN for 28 teleported damage.
Deep Wound from WE_GO_AGAIN hits WE_GO_AGAIN for 33 teleported damage.
Ran for 2 turns (stop reason: taken damage).
Something teleports some damage to WE_GO_AGAIN!
Hurricane from Urkis, the High Tempest hits WE_GO_AGAIN for 108 lightning damage.
Deep Wound from WE_GO_AGAIN hits WE_GO_AGAIN for 33 teleported damage.
Ran for 2 turns (stop reason: taken damage).
Talent Heartseeker is ready to use.
Hurricane from Urkis, the High Tempest hits WE_GO_AGAIN for 134 lightning damage.
Talent Assassinate is ready to use.
Hurricane from Urkis, the High Tempest hits WE_GO_AGAIN for 76 lightning damage.
Talent Coup de Grace is ready to use.
Hurricane from Urkis, the High Tempest hits WE_GO_AGAIN for 106 lightning damage.
WE_GO_AGAIN the level 33 cornac rogue was amped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.