














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 / 32% |
Size | medium |
Lifes / Deaths | Killed by Adotta the skeleton warrior at level 33 on the 71st Dusk 123rd year of Ascendancy at 06:32 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 85 (base 50) |
Constitution | 24 (base 10) |
Magic | 10 (base 10) |
Willpower | 41 (base 34) |
Cunning | 81 (base 60) |
Resources
Life | -149/913 |
Stamina | 134/274 |
Equilibrium | 30 |
Healing Factor | 1.3872674059366 |
Regeneration | 19.256239334548 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.3322676295502E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 45.797963493854 |
See Invisible | 45.797963493854 |
Offense: Mainhand
Damage | 82 |
Accuracy | 61 |
Crit Chance | 31% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 55 |
Accuracy | 61 |
Crit Chance | 35% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
All | 0% |
Physical | +6% |
Mind | +6% |
Nature | +14% |
Offense: Damage Penetration
Lightning | +5% |
Nature | +11% |
Blight | +15% |
Physical | +20% |
Acid | +7% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (54.007671158813%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 29 |
Mental Save | 36 |
Defense: Resistances
Acid | + 31%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 24%( 70%) |
All | + 18%( 70%) |
Darkness | + 26%( 70%) |
Light | + 35%( 70%) |
Temporal | + 30%( 70%) |
Lightning | + 51%( 70%) |
Fire | + 40%( 70%) |
Mind | + 23%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 61% |
Poison Resistance | 52% |
Confusion Resistance | 32% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 521 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 physical 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 223 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 626% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 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 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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: 156. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed electric eel tail. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * You've found the needed honey tree root. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +1 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue -6% Phys.save +8 (+4 eff.) Spell.save +9 (+5 eff.) HP.reg +6.00 Heal.mod +27% ---------- misc Max.enc +28 Hate/m.crit +2.00 Max.vim +10.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +9% lightning Crit.chn- 10.00% Die.at -80.00 life Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 19 mind 26 darkness On Hit (Melee): * 16% chance to reduce all saves and defense by 27 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +13 (+7 eff.) Mind.save -12 (-6 eff.) Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Reproach 5 On Hit: * 29 arcane resource burn Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 71 for 5 turns Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +5 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% physical Res.pen +10% physical Apr +1 ----- def ----- Armour +6 Resists +6% mind Mind.save +7 (+3 eff.) Confus- +32% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +9 Cun +5 Dex dps ---------- Melee+ 11 physical Ranged+ 6 physical Acc +5 (+2 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 27 On Hit (Ranged): * 12% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Defense +30 (+7 eff.) Resists +21% lightning +15% temporal +5% arcane HP.reg +4.00 Stun/Frz- +31% Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature +16 mind On Crit.r2 +19 acid +13 nature While equipped: dps ---------- Res.pen +7% acid +10% physical +11% nature +15% blight Acc +8 (+2 eff.) Apr +15 ---------- misc Max.psi +20.00 Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +21% Summoned ----- def ----- Resists +16% acid +9% darkness +7% fire +7% cold +7% lightning D.Red.from +21% Summoned Max.HP +54.00 ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +1 Wil +3 Con ----- def ----- Defense +9 (+2 eff.) Resists +20% light +20% fire Phys.save +8 (+4 eff.) Mind.save +9 (+4 eff.) Stealth +6 Die.at -50.00 life ---------- misc Infravis +2 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 T3 cloth armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +14% nature +6% mind Melee Ret 6 mind ----- def ----- Resists +3% lightning +11% all Mind.save +6 (+3 eff.) Max.HP +80.00 Poison- +52% Disease- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 575% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 389 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 12 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 405 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +6 Cun dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +15% temporal Melee Ret 4 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Equi/ret +0.16 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Melee Ret 2 physical ----- def ----- Resists +3% fire Cut- +20% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +10 Lck dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning +25% acid Acc +11 (+3 eff.) Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Defense +11 (+2 eff.) Resists +18% light +12% lightning Unseen.red 13% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +12% darkness +9% nature +11% light Die.at -40.00 life Blind- +21% Confus- +10% Teleport- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% cold +12% mind +3% fire Res.pen +25% cold +5% fire ----- def ----- Resists +6% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +3% blight Res.pen +15% lightning Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Resists +9% lightning +6% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +8 Dmg.mod +12% arcane Res.pen +25% physical Acc +10 (+3 eff.) ----- def ----- Armour +4 Resists +12% mind Confus- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Resists +12% nature +5% arcane Phys.save +12 (+6 eff.) Blind- +19% ---------- misc Stam/turn +3.00 Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% lightning Stun/Frz- +28% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 Blind- +14% ---------- misc Stam/turn +0.50 Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Acc +10 (+3 eff.) ----- def ----- Resists +22% lightning +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +3.00 Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +16 (+5 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% temporal Res.pen +20% blight +5% temporal Melee Ret 2 arcane ----- def ----- Phys.save +8 (+4 eff.) 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 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% lightning Res.pen +25% fire Melee Ret 8 light ----- def ----- Resists +28% lightning +12% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% arcane Res.pen +10% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +24.00 Disarm- +22% Pinning- +27% Knockbk- +29% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +11 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Fatigue -4% Resists +20% nature +6% lightning ---------- misc Max.enc +26 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Res.pen +8% physical Acc +18 (+5 eff.) Apr +7 Melee Ret 4 physical ----- def ----- Armour +8 Defense +10 (+2 eff.) Die.at -80.00 life Disarm- +32% Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Con +7 Wil ----- def ----- Max.HP +17.00 Massive two-handed swords. |
![]() 3.0 T4 mindstar 1H weapon Reqs Mag 20 [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 253.24 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Disrupt Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +16 nature On Hit: * 15 arcane resource burn While equipped: Stats +3 Str +4 Dex +2 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 lightning Dmg.mod +8% lightning +9% fire Res.pen +7% lightning ----- def ----- Resists +5% lightning +6% arcane +6% nature Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 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. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +21% mind +11% darkness Res.pen +9% mind +8% darkness ---------- misc Max.hate +4.00 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 12 lightning Dmg.mod +23% lightning +13% fire +11% cold Res.pen +6% lightning ----- def ----- Resists +4% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 6 lightning 4 physical 5 fire 6 acid 5 cold ----- def ----- Resists +4% lightning +4% physical +2% cold +6% fire +6% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 lightning 5 physical 4 fire 10 acid 4 cold Dmg.mod +4% acid Res.pen +7% acid ----- def ----- Resists +4% lightning +4% physical +4% cold +2% fire +11% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +8% lightning +9% temporal +3% blight Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Max.HP +60.00 HP.reg +4.00 Teleport- +10% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% mind ----- def ----- Defense +10 (+2 eff.) Spell.save +3 (+2 eff.) Max.HP +30.00 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness Melee Ret 4 physical ----- def ----- Resists +6% acid +6% temporal +7% blight Phys.save +9 (+4 eff.) Max.HP +100.00 ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +14% lightning +11% cold ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +21% lightning +16% cold +9% all Crit.chn- 5.00% Phys.save +15 (+7 eff.) ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil +4 Con dps ---------- Dmg.mod +7% lightning +13% physical +15% darkness +29% cold +13% nature On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +7% lightning +32% cold +11% all Poison- +31% Disease- +34% 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 (+2 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 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% darkness +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +13 (+7 eff.) Mind.save +23 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Cun +5 Con dps ---------- Phys.crit +2.0% Dmg.mod +15% physical ----- def ----- Armour +3 Defense +10 (+2 eff.) Resists +8% lightning +8% temporal ---------- misc Max.stam +20.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +2 Str +3 Cun +7 Con ----- def ----- Armour +5 Phys.save +13 (+6 eff.) Mind.save +20 (+8 eff.) Rush: Puts all charms on 21 cooldown Level 3.9 Pwr.cost 21 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +10 Dex dps ---------- Dmg.mod +6% lightning +12% physical Acc +8 (+2 eff.) Apr +9 ----- def ----- Armour +8 Fatigue +3% ---------- misc Light +3 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +16 Crit +8.0% Atk.spd 83% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 83.83 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +4 Cun +3 Con ----- def ----- Armour +2 Phys.save +18 (+9 eff.) Spell.save +5 (+3 eff.) Mind.save +4 (+2 eff.) Disarm- +24% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 15.0 - 16.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +10.0% Atk.spd 100% Melee+ +7 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 3 Juggernaut: (Instant) Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Spell.pwr +20 (+8 eff.) S.pwr/crit +6 Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Vim/s.crit +1.00 Breathe water A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Max.HP +36.00 A suit of armour made of mail. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +5 Str +7 Dex dps ---------- Apr +2 Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +6 Defense +14 (+3 eff.) Fatigue +8% Resists +6% darkness Phys.save +13 (+6 eff.) Die.at -60.00 life 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 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 166 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 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind Res.pen +20% mind +25% acid Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 27 Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +10% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% light +6% temporal ---------- misc Infravis +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Die.at -20.00 life Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Sting an enemy dealing 207 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 31. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 13 cooldown 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 [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Res.pen +25% mind Melee Ret 2 blight ----- def ----- Resists +18% blight ---------- misc Max.vim +50.00 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 49. 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 BIG_PROBLEM the Cornac Rogue level 31
7th Allure 123rd year of Ascendancy at 07:12 see stats
By BIG_PROBLEM the Cornac Rogue level 29
78th Haze 122nd year of Ascendancy at 10:20 see stats
By BIG_PROBLEM the Cornac Rogue level 8
5th Mirth 122nd year of Ascendancy at 02:07 see stats
By BIG_PROBLEM the Cornac Rogue level 33
10th Mirth 123rd year of Ascendancy at 06:43 see stats
By BIG_PROBLEM the Cornac Rogue level 32
8th Mirth 123rd year of Ascendancy at 13:43 see stats
By BIG_PROBLEM the Cornac Rogue level 23
16th Haze 122nd year of Ascendancy at 16:37 see stats
By BIG_PROBLEM the Cornac Rogue level 33
3rd Summertide 123rd year of Ascendancy at 20:35 see stats
By BIG_PROBLEM the Cornac Rogue level 31
6th Decay 122nd year of Ascendancy at 15:58 see stats
By BIG_PROBLEM the Cornac Rogue level 10
5th Flare 122nd year of Ascendancy at 11:31 see stats
By BIG_PROBLEM the Cornac Rogue level 20
65th Dusk 122nd year of Ascendancy at 13:14 see stats
By BIG_PROBLEM the Cornac Rogue level 30
80th Haze 122nd year of Ascendancy at 22:02 see stats
By BIG_PROBLEM the Cornac Rogue level 31
44th Regrowth 123rd year of Ascendancy at 02:13 see stats
By BIG_PROBLEM the Cornac Rogue level 9
4th Flare 122nd year of Ascendancy at 19:06 see stats
By BIG_PROBLEM the Cornac Rogue level 8
2nd Flare 122nd year of Ascendancy at 02:20 see stats
By BIG_PROBLEM the Cornac Rogue level 31
58th Pyre 123rd year of Ascendancy at 14:47 see stats
By BIG_PROBLEM the Cornac Rogue level 19
62nd Dusk 122nd year of Ascendancy at 14:38 see stats
By BIG_PROBLEM the Cornac Rogue level 29
78th Haze 122nd year of Ascendancy at 19:16 see stats
By BIG_PROBLEM the Cornac Rogue level 31
57th Pyre 123rd year of Ascendancy at 21:39 see stats
By BIG_PROBLEM the Cornac Rogue level 23
14th Haze 122nd year of Ascendancy at 17:34 see stats
By BIG_PROBLEM the Cornac Rogue level 18
37th Dusk 122nd year of Ascendancy at 02:31 see stats
Log
BIG_PROBLEM loses sight!
BIG_PROBLEM is disabled.
Adotta the skeleton warrior hits BIG_PROBLEM for damage.
BIG_PROBLEM uses Infusion: Movement.
BIG_PROBLEM is moving at extreme speed!
BIG_PROBLEM is no longer focused on penetrating defenses.
BIG_PROBLEM slows down.
Talent Tumble is ready to use.
Something performs a melee critical strike against BIG_PROBLEM!
BIG_PROBLEM reacts to an attack from Something, mitigating the blow!.
Ran for 2 turns (stop reason: taken damage).
BIG_PROBLEM is pinned to the ground.
BIG_PROBLEM reacts to an attack from Something, mitigating the blow!.
Something hits BIG_PROBLEM for (138 reacted , -5 stam), 253 physical, (86 reacted , -5 stam), 158 physical (411 total damage).
BIG_PROBLEM reacts to an attack from Something, mitigating the blow!.
BIG_PROBLEM is crippled.
BIG_PROBLEM resists the stunning strike!
Something performs a melee critical strike against BIG_PROBLEM!
BIG_PROBLEM reacts to an attack from Something, mitigating the blow!.
Something hits BIG_PROBLEM for (98 reacted , -5 stam), 180 physical, (106 reacted , -5 stam), 194 physical (374 total damage).
BIG_PROBLEM recovers sight.
BIG_PROBLEM is not disabled anymore.
Talent Rogue's Brew is ready to use.
BIG_PROBLEM is disarmed!
Something hits BIG_PROBLEM for (20 parried), 103 physical, (20 parried), 96 physical (199 total damage).
BIG_PROBLEM the level 33 cornac rogue was disembowelled to death by Adotta the skeleton warrior on level 2 of Ruined halfling complex.