














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 | 26 / 92% |
Size | huge |
Lifes / Deaths | Killed by Zubariatira the wolf at level 22 on the 75th Haze 122nd year of Ascendancy at 17:18 / 2Killed by Glywe the snow giant at level 26 on the 3rd Regrowth 123rd year of Ascendancy at 10:47 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 90 (base 57) |
Constitution | 23 (base 10) |
Magic | 16 (base 10) |
Willpower | 14 (base 10) |
Cunning | 79 (base 52) |
Resources
Life | -289/756 |
Stamina | 175/249 |
Healing Factor | 1.2299022211821 |
Regeneration | 8.9167911035702 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 53.350416095169 |
See Invisible | 50.350416095169 |
Offense: Mainhand
Damage | 90 |
Accuracy | 63 |
Crit Chance | 42% |
APR | 31 |
Speed | 0.90 |
Offense: Offhand
Damage | 48 |
Accuracy | 63 |
Crit Chance | 33% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Darkness | +9% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +30% |
Light | +5% |
Mind | +15% |
Physical | +11% |
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (69.007671158813%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 37 |
Mental Save | 26 |
Defense: Resistances
Nature | + 19%( 70%) |
Lightning | + 25%( 70%) |
Light | + 26%( 70%) |
Darkness | + 28%( 70%) |
Blight | + 21%( 70%) |
Cold | + 35%( 70%) |
Fire | + 39%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Confusion Resistance | 12% |
Blind Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 90% |
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 353 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: 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.42 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.42 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley 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 skeleton mage skull. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. 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 giant spider spinneret. * You've found the needed bear paw. | 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 within1 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +3 Con dps ---------- Phys.crit +2.0% On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +9 Defense +30 (+7 eff.) Fatigue +3% Die.at -40.00 life ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +41.00 Blind- +20% Confus- +12% ---------- misc Light +6 See.Stealth +8 See.Invis +5 Track: Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. 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 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Res.pen +15% darkness +20% cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Fatigue +4% Resists +14% darkness Die.at -80.00 life ---------- misc Max.stam +30.00 Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+5 eff.) Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 73.24 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +9% cold +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 17 cooldown 100% to heal for 30. 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag +4 Wil +6 Con dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +9% fire Spell.save +26 (+10 eff.) HP.reg +4.00 Disease- +20% ---------- misc Max.stam +34.00 Cannot be unequipped or rerolled until level 27. 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? |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Dmg.mod +3% light +3% mind Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% * 10 arcane resource burn ----- def ----- Resists +9% light Spell.save +3 (+2 eff.) ---------- misc Light +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +7 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +3% cold +9% fire +3% nature +3% light HP.reg +1.00 ---------- misc Stam/turn +0.30 Masteries +0.12 Technique/Assassination +0.12 Technique/Mobility Amulets make your neck look great! |
In main hand | ![]() 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 (+4 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. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 17.0 - 22.1 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 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +3% light +9% darkness Res.pen +11% physical +15% darkness +5% light Acc +9 (+2 eff.) Apr +7 Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +15% mind ----- def ----- Defense +7 (+2 eff.) Phys.save +8 (+4 eff.) Die.at -60.00 life Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) ----- def ----- Resists +6% blight +9% all Spell.save +16 (+6 eff.) Max.HP +40.00 HP.reg +2.00 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 increase movement speed by 442% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 469% 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 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 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 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 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 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 103 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 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 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 35 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 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% physical Res.pen +20% cold ----- def ----- Defense +20 (+5 eff.) Resists +12% fire +15% cold Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 182 strength, based on Magic) for 5 turns. Uses 16 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Phys.save +11 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +11 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% ----- def ----- Resists +6% acid +3% light Phys.save +7 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +10% physical ----- def ----- Resists +3% lightning +10% physical +6% fire Teleport- +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Cun +4 Con dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 5 physical Ranged+ 12 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 20 On Hit (Ranged): * 10% chance to reduce all saves and defense by 20 ---------- misc Hate/m.crit +3.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +21% ---------- misc Max.enc +20 Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Silence- +20% ---------- misc Max.enc +24 Mana/turn +0.14 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 18 light Ranged+ 12 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +4 (+1 eff.) Resists +20% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +15 (+4 eff.) Resists +9% temporal +3% fire +24% nature +5% arcane Die.at -20.00 life Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 physical While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Acc +6 (+1 eff.) Apr +2 ----- def ----- Defense +5 (+1 eff.) Disarm- +21% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 17.0 - 22.1 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 acid +13 mind On Crit.r2 +4 nature On Hit: * 20% chance to reduce armor by 24% * 16% chance to reduce all saves and defense by 20 * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: Stats +5 Str +3 Cun +3 Wil dps ---------- Dmg.mod +7% physical Res.pen +15% nature Acc +11 (+2 eff.) ----- def ----- Resists +6% nature Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 17% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +10% darkness ----- def ----- Resists +9% darkness Max.HP +100.00 Silence- +20% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Disrupt Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 light While equipped: dps ---------- Dmg.mod +6% nature +12% acid ----- def ----- Resists +8% acid +7% lightning +8% cold +8% fire +2% all Spell.save +7 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 acid While equipped: Stats +3 Str dps ---------- Res.pen +6% physical Acc +6 (+1 eff.) Apr +7 ----- def ----- Resists +12% darkness ---------- misc Infravis +1 Sharp, short and deadly. |
![]() 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. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Defense +5 (+1 eff.) Resists +6% blight Die.at -20.00 life HP.reg +4.00 Knockbk- +10% ---------- misc Max.hate +2.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Ego+] Master Power 16.5 - 24.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+2 eff.) Apr +9 Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Power 32.5 - 52.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +38% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +16 (+6 eff.) Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt/Master Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20 arcane resource burn Massive two-handed swords. |
![]() 3.0 T1 mace 1H weapon [Ego+] Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit.r2 +8 acid +10 nature While equipped: dps ---------- Res.pen +7% acid +7% nature Apr +6 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +24.00 HP.reg +1.00 ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.2 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +22.00 HP.reg +0.80 ---------- 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. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+3 eff.) Dmg.mod +13% physical +12% arcane +15% light Res.pen +15% acid Melee Ret 2 light On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +5% arcane ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Armour +4 Hardiness +4% Defense +5 (+1 eff.) Phys.save +4 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 52.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +15 (+8 eff.) ----- def ----- Resists +6% temporal ---------- misc Psi/ret +0.12 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Nature/Master/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 14% chance to reduce all saves and defense by 20 While equipped: Stats +5 Str +3 Dex +4 Mag +7 Wil +6 Cun +5 Con dps ---------- Spell.pwr +10 (+5 eff.) Res.pen +7% all Acc +9 (+2 eff.) Apr +7 ---------- misc Equi/ret +0.04 Psi/ret +0.08 Hate/m.crit +3.00 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +5 Cun +4 Con dps ---------- Phys.pwr +5 (+3 eff.) Melee Ret 4 physical ----- def ----- Defense +10 (+2 eff.) Phys.save +7 (+3 eff.) ---------- misc Stam/turn +3.00 Infravis +3 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +5% blight ---------- misc Mana/turn +0.13 Max.mana +20.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +15% mind On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +2 (+0 eff.) Resists +9% blight +6% cold Die.at -40.00 life HP.reg +4.00 Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +13% all Phys.save +18 (+8 eff.) Mind.save +23 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature +14% lightning ----- def ----- Resists +21% lightning +11% all Poison- +23% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Con dps ---------- Dmg.mod +13% nature +12% mind ----- def ----- Resists +12% mind +11% all Poison- +20% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Armour +1 Fatigue -5% Resists +6% mind Phys.save +6 (+3 eff.) HP.reg +4.00 Blind- +20% ---------- misc Max.enc +24 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Mag +2 Wil +2 Cun +6 Con dps ---------- Dmg.mod +6% physical Res.pen +20% lightning ----- def ----- Armour +3 Resists +9% darkness +6% temporal ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Resists +8% lightning +8% temporal +9% nature Die.at -20.00 life Confus- +20% Stun/Frz- +20% ---------- misc Max.stam +30.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% light Res.pen +20% light Melee Ret 6 light On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.50 Max.stam +11.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Spell.crit +1% S.pwr/crit +4 Dmg.mod +15% mind Phasing +20% ----- def ----- Armour +2 Resists +6% light HP.reg +5.00 ---------- misc Stam/turn +1.00 Mana/s.crit +2.00 Vim/s.crit +2.00 Max.stam +16.00 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 7 darkness Dmg.mod +5% darkness ----- def ----- Armour +3 Defense +25 (+6 eff.) Resists +7% darkness +3% acid Spell.save +12 (+5 eff.) Heal.mod +10% Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 7% chance to reduce damage dealt by 17% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +5 Wil +3 Cun +1 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +18% temporal +8% arcane +3% darkness ----- def ----- Defense +2 (+0 eff.) Resists +8% lightning +12% temporal Arcane Eye: (Instant) Puts all charms on 7 cooldown Level 5.0 Pwr.cost 7 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Shield.pwr +6% HP.reg +1.90 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% lightning ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +9% blight Phys.save +3 (+1 eff.) Die.at -20.00 life A pointy cloth hat, very wizardly... |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +18% cold Mind.save +11 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Melee Ret 2 acid 6 mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +9% acid +3% cold Max.HP +33.00 HP.reg +3.80 Heal.mod +11% ---------- misc Equi/ret +0.12 Psi/ret +0.04 A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +4 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 [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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Phys.save +15 (+7 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +2.0% Mind.crit +5% Mind.pwr +5 (+3 eff.) Res.pen +10% fire Melee Ret 4 physical ----- def ----- Resists +3% lightning Phys.save +6 (+3 eff.) Mind.save +4 (+2 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 13 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 8 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 131 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% light Res.pen +5% physical ----- def ----- Defense +10 (+2 eff.) Resists +4% physical ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.crit +4% Crit.mult +10.00% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 225 physical damage Puts all charms on 10 cooldown 100% to reduce fatigue by 21% for 2 turns. 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 221 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Res.pen +25% cold ---------- misc Infravis +1 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to cleanse 1 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 230 Puts all charms on 10 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 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 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. 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 THROWING_KNIVES the Cornac Rogue level 8
10th Mirth 122nd year of Ascendancy at 12:14 see stats
By THROWING_KNIVES the Cornac Rogue level 24
2nd Decay 122nd year of Ascendancy at 04:29 see stats
By THROWING_KNIVES the Cornac Rogue level 10
27th Dusk 122nd year of Ascendancy at 17:51 see stats
By THROWING_KNIVES the Cornac Rogue level 20
24th Haze 122nd year of Ascendancy at 16:29 see stats
By THROWING_KNIVES the Cornac Rogue level 22
78th Haze 122nd year of Ascendancy at 20:08 see stats
By THROWING_KNIVES the Cornac Rogue level 8
24th Dusk 122nd year of Ascendancy at 20:20 see stats
By THROWING_KNIVES the Cornac Rogue level 21
37th Haze 122nd year of Ascendancy at 23:45 see stats
By THROWING_KNIVES the Cornac Rogue level 23
1st Decay 122nd year of Ascendancy at 16:34 see stats
By THROWING_KNIVES the Cornac Rogue level 16
70th Dusk 122nd year of Ascendancy at 03:13 see stats
By THROWING_KNIVES the Cornac Rogue level 22
75th Haze 122nd year of Ascendancy at 17:18 see stats
Log
Glywe the snow giant hits THROWING_KNIVES for (87 flat reduction), (0 to ice), 192 cold (192 total damage).
Glywe the snow giant's light area effect hits THROWING_KNIVES for (50 flat reduction), 0 light (0 total damage).
Glywe the snow giant casts Lightning.
Glywe the snow giant's spell attains critical power!
Glywe the snow giant hits THROWING_KNIVES for (87 flat reduction), (0 to ice), 183 lightning (183 total damage).
Glywe the snow giant's light area effect hits THROWING_KNIVES for (0 to ice), 50 light (50 total damage).
Glywe the snow giant casts Manathrust.
Glywe the snow giant hits THROWING_KNIVES for (0 to ice), 161 arcane (161 total damage).
LIFE LOST WARNING!
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Glywe the snow giant's light area effect hits THROWING_KNIVES for (0 to ice), 50 light (50 total damage).
Glywe the snow giant uses Infusion: Healing.
Talent Tumble is ready to use.
Glywe the snow giant receives 129 healing from Infusion: Healing.
Glywe the snow giant casts Flame.
Glywe the snow giant hits THROWING_KNIVES for (0 to ice), 77 fire (77 total damage).
THROWING_KNIVES is free from the ice.
THROWING_KNIVES warms up.
Talent Infusion: Wild is ready to use.
Glywe the snow giant casts Freeze.
THROWING_KNIVES reacts to damage from Glywe the snow giant, mitigating the blow!.
Glywe the snow giant hits THROWING_KNIVES for (95 reacted , -5 stam), 205 cold (205 total damage).
THROWING_KNIVES the level 26 cornac rogue was frozen to death by Glywe the snow giant on level 3 of Daikara.