














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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 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:
CN Showing Items Tier in Inventory 1.7.4This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 50 / 121% |
Size | medium |
Lifes / Deaths | Killed by Belirenor the worm that walks at level 25 on the 40th Dusk 123rd year of Ascendancy at 07:44 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 84 (base 60) |
Constitution | 45 (base 25) |
Magic | 41 (base 15) |
Willpower | 88 (base 66) |
Cunning | 94 (base 60) |
Resources
Life | 1632/1632 |
Equilibrium | 68 |
Healing Factor | 1.4511689881046 |
Regeneration | 39.99896909243 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 74.761670570017 |
See Invisible | 76.761670570017 |
Offense: Mainhand
Damage | 108 |
Accuracy | 44 |
Crit Chance | 35% |
APR | 78 |
Speed | 1.00 |
Offense: Offhand
Damage | 105 |
Accuracy | 44 |
Crit Chance | 35% |
APR | 78 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Physical | +63% |
Cold | +29% |
All | +2% |
Darkness | +14% |
Temporal | +8% |
Lightning | +23% |
Fire | +24% |
Nature | +10% |
Offense: Damage Penetration
Acid | +31% |
Fire | +25% |
Physical | +22% |
Cold | +21% |
All | 0% |
Defense: Base
Armour (hardiness) | 44 (50%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 52 |
Mental Save | 76 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 52%( 70%) |
Physical | + 45%( 70%) |
Mind | + 50%( 70%) |
All | + 30%( 70%) |
Lightning | + 47%( 70%) |
Temporal | + 51%( 70%) |
Fire | + 36%( 70%) |
Cold | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Pinning Resistance | 28% |
Knockback Resistance | 43% |
Instadeath Resistance | 100% |
Blind Resistance | 38% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 760% 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. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% 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. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 409 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Master Summoner |
talent | Psiblades |
talent | Antimagic Shield |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Ivalramikira the vampire. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1118. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 18 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +8 (+1 eff.) Dmg.mod +6% darkness +6% temporal On Hit (Melee): * 10% chance to reduce damage dealt by 35% ----- def ----- Resists +12% blight +6% lightning Mind.save +8 (+2 eff.) Max.HP +61.00 Blind- +38% Confus- +20% ---------- misc Hate/m.crit +1.00 Light +9 See.Stealth +13 See.Invis +15 Track: Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% physical Res.pen +15% physical ----- def ----- Armour +4 Fatigue +4% Resists +13% mind Mind.save +28 (+6 eff.) Die.at -40.00 life Confus- +32% ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +7 Mind.save +10 (+2 eff.) Max.HP +66.00 Unarmed combat: Power 138% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +3 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% acid +9% fire Res.pen +5% acid +20% fire ----- def ----- Resists +15% acid Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 9 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to heal for 99. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+4 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% acid Melee Ret 8 acid ----- def ----- Resists +21% acid +15% mind HP.reg +8.00 Stun/Frz- +49% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +10 Cun +20 Con dps ---------- Mov.spd +10% Dmg.mod +15% acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Fatigue -7% Resists +30% temporal HP.reg +4.00 Pinning- +28% Knockbk- +43% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 116% Range: 1.1x Uses 83% Wil, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +63 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +17 (+3 eff.) Dmg.mod +11% acid +13% fire +13% cold +10% physical Res.pen +6% acid +5% fire +6% cold +7% physical ----- def ----- Phys.save +8 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+1 eff.) Heal/summ +34 ---------- misc Equi/ret +1.90 Max.summ +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +3 Dex +6 Wil +5 Cun dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Phys.save +13 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 113% Range: 1.1x Uses 83% Wil, 50% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +63 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +17 (+3 eff.) Dmg.mod +8% nature Res.pen +15% cold ----- def ----- Armour +4 Resists +19% blight Phys.save +18 (+5 eff.) Mind.save +12 (+3 eff.) Heal.mod +20% Disease- +25% Stun/Frz- +20% ---------- misc Mana/turn +0.16 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Defense +18 (+6 eff.) Resists +9% acid +8% fire +8% lightning +8% cold Phys.save +21 (+5 eff.) Spell.save +23 (+8 eff.) Mind.save +17 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Str +6 Mag +6 Wil dps ---------- Dmg.mod +21% lightning +37% physical +14% cold ----- def ----- Resists +10% lightning +9% cold +22% physical +15% all 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 2.5 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 458% 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 [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 551% 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 559 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Mind.pwr +30 (+6 eff.) ----- def ----- Fatigue -10% Resists +9% darkness HP.reg +9.00 Heal.mod +20% Cut- +20% Silence- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +7 Str dps ---------- Mind.pwr +20 (+4 eff.) Melee Ret 8 mind ----- def ----- Resists +9% acid +26% temporal +5% arcane Pinning- +44% Knockbk- +42% ---------- misc Psi/ret +0.12 Light +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +17.00% Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +9% blight +6% physical +13% fire Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +6 Wil dps ---------- Crit.mult +16.00% Mind.pwr +9 (+2 eff.) Acc +7 (+3 eff.) Apr +14 ----- def ----- Mind.save +13 (+3 eff.) Confus- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Fatigue -9% HP.reg +3.00 ---------- misc Masteries +0.40 Wild-gift/Harmony +0.40 Wild-gift/Summoning (utility) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +8% physical +3% darkness +3% cold Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 35% ----- def ----- Fatigue -6% Resists +11% mind +3% cold HP.reg +3.00 Confus- +32% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Dex +8 Wil +7 Con Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +8 Str +7 Dex +4 Wil dps ---------- Crit.mult +17.00% Acc +8 (+3 eff.) Apr +16 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +16 (+4 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +14 (+3 eff.) Dmg.mod +12% blight +9% cold +7% all Res.pen +15% blight +10% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Spell.save +19 (+7 eff.) Max.HP +49.00 Disarm- +48% Pinning- +47% Knockbk- +50% ---------- misc Max.stam +39.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.34 cold and 30.76 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 33 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.pwr +10 (+3 eff.) Acc +32 (+11 eff.) ----- def ----- Resists +3% lightning +3% cold Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +21% arcane +12% blight Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Resists +15% acid +9% blight Mind.save +9 (+2 eff.) Confus- +31% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Dmg.mod +12% nature ----- def ----- Resists +24% nature +1% physical Phys.save +3 (+1 eff.) Die.at -80.00 life Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +18% Acc +8 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Blinding Speed: Puts all charms on 22 cooldown Level 3.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +32.00 Disarm- +25% Pinning- +29% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +6 (+2 eff.) Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +16 (+6 eff.) ---------- misc Max.stam +34.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +13 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +13 (+3 eff.) Silence- +35% ---------- misc Mana/turn +0.25 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +12 Cun +7 Dex dps ---------- Melee+ 17 physical Ranged+ 10 physical Acc +12 (+4 eff.) On Hit (Melee): * 14% chance to reduce all saves and defense by 44 On Hit (Ranged): * 14% chance to reduce all saves and defense by 44 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 11 cooldown Level 5.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +3 Dex dps ---------- Melee+ 13 physical Ranged+ 11 physical Res.pen +15% blight On Hit (Melee): * 12% chance to reduce all saves and defense by 44 On Hit (Ranged): * 12% chance to reduce all saves and defense by 44 ----- def ----- Resists +15% blight +12% lightning ---------- misc Hate/m.crit +2.00 Max.hate +9.00 See.Invis +6 Bleeding Edge: Puts all charms on 11 cooldown Level 3.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Con ----- def ----- Phys.save +12 (+3 eff.) Max.HP +35.00 Disarm- +44% Pinning- +38% Knockbk- +49% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% nature +12% blight Poison- +14% Disease- +22% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +10 (+4 eff.) Apr +10 ----- def ----- Armour +8 Defense +9 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Dreamforge Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+4 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 14 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 49.02 mind damage, 59.60 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 4.39 mind and 5.33 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 33 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 79 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +12 lightning While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +7% acid +9% physical +13% fire +21% nature +12% cold Res.pen +6% acid +7% fire +9% cold +7% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 44 ----- def ----- Resists +9% mind +20% nature Heal/summ +31 ---------- misc Max.summ +2 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 [Ego+] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 (+2 eff.) Melee+ 13 physical Dmg.mod +13% physical Res.pen +12% physical ----- def ----- Resists +15% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +5% lightning +6% temporal Die.at -20.00 life ---------- misc Max.stam +30.00 Light +3 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +11 (+4 eff.) Phys.save +27 (+7 eff.) Mind.save +10 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.pwr +15 (+3 eff.) Mov.spd +10% Dmg.mod +6% cold ----- def ----- Armour +5 Fatigue -7% Resists +10% fire +21% cold Phys.save +13 (+3 eff.) Spell.save +13 (+5 eff.) Mind.save +15 (+3 eff.) Max.HP +56.00 ---------- misc Stam/turn +0.60 Max.psi +30.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Armour +3 Defense +15 (+5 eff.) Resists +12% acid +3% cold +6% light +15% temporal Phys.save +3 (+1 eff.) Die.at -40.00 life Evasion: (Instant) Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +5.0% Melee+ 15 acid Dmg.mod +10% acid +9% arcane Res.pen +15% arcane ----- def ----- Armour +3 Fatigue +5% Resists +10% acid +4% physical Die.at -80.00 life Unarmed combat: Power 135% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +15 acid On Hit: 10% Corrosive Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 55 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +10% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 44 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 55 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +6 Wil +5 Con dps ---------- Dmg.mod +13% mind +9% acid Res.pen +10% blight Melee Ret 4 cold ----- def ----- Defense +10 (+3 eff.) Resists +12% blight +12% acid Phys.save +13 (+3 eff.) Spell.save +20 (+7 eff.) Mind.save +19 (+4 eff.) HP.reg +11.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Die.at -60.00 life HP.reg +2.00 Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 400.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% fire Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 44 ----- def ----- Resists +9% fire Blast the opponent's mind dealing 377 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to gain a 32% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +25% physical Acc +30 (+10 eff.) Apr +4 On Hit (Melee): * 20% chance to slow global speed by 73% ----- def ----- Armour +8 ---------- misc Max.stam +30.00 Sting an enemy dealing 220 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Defense +30 (+10 eff.) Resists +5% arcane +9% nature Die.at -80.00 life HP.reg +4.00 Disarm- +20% Stun/Frz- +20% Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 858 Base Damage: 386 Armor: 40 All Resist: 31 Puts all charms on 14 cooldown 100% to increase all damage penetration by 22% for 2 turns. 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 236 Puts all charms on 9 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 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 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 acid +5 mind +6 nature +3 light Talents +1 Ward Create a shield absorbing up to 380 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Puppet Master the Cornac Summoner level 30
39th Haze 123rd year of Ascendancy at 03:09 see stats
By Puppet Master the Cornac Summoner level 30
36th Haze 123rd year of Ascendancy at 18:47 see stats
By Puppet Master the Cornac Summoner level 19
62nd Regrowth 123rd year of Ascendancy at 09:06 see stats
By Puppet Master the Cornac Summoner level 34
60th Regrowth 124th year of Ascendancy at 15:25 see stats
By Puppet Master the Cornac Summoner level 43
1st Time of Equilibrium 124th year of Ascendancy at 21:27 see stats
By Puppet Master the Cornac Summoner level 33
52nd Regrowth 124th year of Ascendancy at 13:40 see stats
By Puppet Master the Cornac Summoner level 37
6th Mirth 124th year of Ascendancy at 14:55 see stats
By Puppet Master the Cornac Summoner level 47
31st Dusk 125th year of Ascendancy at 12:24 see stats
By Puppet Master the Cornac Summoner level 20
25th Pyre 123rd year of Ascendancy at 15:01 see stats
By Puppet Master the Cornac Summoner level 32
29th Regrowth 124th year of Ascendancy at 05:32 see stats
By Puppet Master the Cornac Summoner level 46
47th Regrowth 125th year of Ascendancy at 05:04 see stats
By Puppet Master the Cornac Summoner level 40
36th Dusk 124th year of Ascendancy at 06:43 see stats
By Puppet Master the Cornac Summoner level 19
41st Regrowth 123rd year of Ascendancy at 04:00 see stats
By Puppet Master the Cornac Summoner level 25
28th Dusk 123rd year of Ascendancy at 23:02 see stats
By Puppet Master the Cornac Summoner level 20
43rd Pyre 123rd year of Ascendancy at 23:02 see stats
By Puppet Master the Cornac Summoner level 45
36th Regrowth 125th year of Ascendancy at 00:52 see stats
By Puppet Master the Cornac Summoner level 38
4th Dusk 124th year of Ascendancy at 01:57 see stats
By Puppet Master the Cornac Summoner level 26
40th Dusk 123rd year of Ascendancy at 19:40 see stats
By Puppet Master the Cornac Summoner level 31
47th Haze 123rd year of Ascendancy at 23:57 see stats
By Puppet Master the Cornac Summoner level 10
17th Haze 122nd year of Ascendancy at 09:43 see stats
By Puppet Master the Cornac Summoner level 20
3rd Pyre 123rd year of Ascendancy at 11:30 see stats
By Puppet Master the Cornac Summoner level 30
36th Haze 123rd year of Ascendancy at 02:50 see stats
By Puppet Master the Cornac Summoner level 40
33rd Dusk 124th year of Ascendancy at 11:27 see stats
By Puppet Master the Cornac Summoner level 50
44th Haze 125th year of Ascendancy at 23:42 see stats
By Puppet Master the Cornac Summoner level 46
7th Pyre 125th year of Ascendancy at 06:53 see stats
By Puppet Master the Cornac Summoner level 18
29th Regrowth 123rd year of Ascendancy at 01:29 see stats
By Puppet Master the Cornac Summoner level 43
78th Dusk 124th year of Ascendancy at 23:00 see stats
By Puppet Master the Cornac Summoner level 25
35th Dusk 123rd year of Ascendancy at 17:03 see stats
By Puppet Master the Cornac Summoner level 32
30th Regrowth 124th year of Ascendancy at 06:53 see stats
By Puppet Master the Cornac Summoner level 9
2nd Haze 122nd year of Ascendancy at 18:46 see stats
By Puppet Master the Cornac Summoner level 49
34th Haze 125th year of Ascendancy at 01:46 see stats
By Puppet Master the Cornac Summoner level 46
31st Dusk 125th year of Ascendancy at 11:32 see stats
By Puppet Master the Cornac Summoner level 9
4th Haze 122nd year of Ascendancy at 08:20 see stats
By Puppet Master the Cornac Summoner level 35
48th Pyre 124th year of Ascendancy at 20:10 see stats
By Puppet Master the Cornac Summoner level 26
77th Dusk 123rd year of Ascendancy at 22:45 see stats
By Puppet Master the Cornac Summoner level 18
34th Regrowth 123rd year of Ascendancy at 09:48 see stats
By Puppet Master the Cornac Summoner level 25
40th Dusk 123rd year of Ascendancy at 07:44 see stats
By Puppet Master the Cornac Summoner level 29
36th Haze 123rd year of Ascendancy at 02:50 see stats
Log
Your summoned stone golem disappears.
Your summoned 3-headed hydra disappears.
Your summoned war hound disappears.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Your summoned ritch flamespitter disappears.
Ran for 3 turns (stop reason: at door).
There is a way to the next level here (press '' or right click to use).
There is a way to the previous level here (press '' or right click to use).
Saving game...
Saving done.
There is a way to the next level here (press '' or right click to use).
Lore found: Records of Lorekeeper Hadak part two
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 7 turns (stop reason: learnt lore).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 28 turns (stop reason: something interesting).
There is a way to the next level here (press '' or right click to use).
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.