











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. 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:
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 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 | Male |
Race | Krog |
Class | Mindslayer |
Level / Exp | 21 / 5% |
Size | big |
Lifes / Deaths | Killed by Ivuriabeth the white wolf at level 21 on the 47th Haze 122nd year of Ascendancy at 15:10 / 2Killed by Xetta the ghoul at level 21 on the 47th Haze 122nd year of Ascendancy at 15:32 |
Antimagic | Follower |
Primary Stats
Strength | 25 (base 20) |
Dexterity | 11 (base 10) |
Constitution | 25 (base 20) |
Magic | 11 (base 10) |
Willpower | 48 (base 32) |
Cunning | 38 (base 34) |
Resources
Life | -11/609 |
Equilibrium | 0 |
Psi | 90/138 |
Healing Factor | 1.174517824337 |
Regeneration | 12.038807699454 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.0206059048178E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 39 |
Accuracy | 30 |
Crit Chance | 15% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 30 |
Crit Chance | 17% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +24% |
All | 0% |
Physical | +11% |
Darkness | +21% |
Nature | +3% |
Offense: Damage Penetration
Lightning | +10% |
Blight | +15% |
Physical | +13% |
Acid | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 10 (35.65183292883%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 32 |
Mental Save | 44 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 30%( 70%) |
All | + 20%( 70%) |
Lightning | + 37%( 70%) |
Light | + 22%( 70%) |
Temporal | + 30%( 70%) |
Physical | + 42%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 25%( 70%) |
Mind | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Confusion Resistance | 12% |
Pinning Resistance | 21% |
Disarm Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 273 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shax 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed wretchling eyeball. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Equipment
Psionic focus | ![]() 3.0 T2 greatsword 1H weapon [Rare] Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +4 mind While equipped: Stats +1 Wil dps ---------- Res.pen +15% blight ----- def ----- Resists +6% cold Max.HP +60.00 HP.reg +4.00 Disarm- +20% Massive two-handed swords. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +5% arcane +12% darkness +3% all Spell.save +13 (+6 eff.) Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning +11% physical +9% darkness Melee Ret 2 darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +11% physical A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning Acc +5 (+2 eff.) Melee Ret 8 lightning ----- def ----- Armour +5 Resists +6% acid +6% fire +18% lightning +6% cold ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Melee Ret 4 darkness Blast the opponent's mind dealing 300 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% nature +6% darkness Res.pen +15% nature Acc +4 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +22% ---------- misc Max.enc +21 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% darkness Res.pen +10% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +6% blight Mind.save +6 (+2 eff.) Confus- +12% Amulets make your neck look great! |
In main hand | ![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +16 physical On Hit: * 10% chance to reduce all saves and defense by 24 While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Apr +2 ----- def ----- Phys.save +6 (+3 eff.) Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +9% temporal +3% light +5% arcane D.Red.from +18% Summoned A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Master Power 127% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 20% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +13% physical Acc +7 (+3 eff.) Apr +7 ----- def ----- Resists +9% darkness +3% temporal Disarm- +13% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +2% physical Phys.save +12 (+6 eff.) Mind.save +12 (+4 eff.) HP.reg +4.00 Heal.mod +5% 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+] Psionic While equipped: ----- def ----- Resists +10% darkness +12% mind +9% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping 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 63 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 475% 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 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 20% 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. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +12% acid +10% temporal +6% light +18% cold Pinning- +22% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% arcane Apr +3 ----- def ----- Resists +3% acid +11% temporal Pinning- +22% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Psionic/Psi-fighting Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +5% physical Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% lightning Stun/Frz- +25% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +2 Dex +6 Cun dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Con dps ---------- Acc +6 (+3 eff.) Melee Ret 4 fire ----- def ----- Resists +6% cold +9% fire Phys.save +4 (+2 eff.) Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Spell.crit +2% Dmg.mod +11% acid +11% fire Acc +8 (+4 eff.) ----- def ----- Resists +22% acid +22% fire Spell.save +15 (+7 eff.) ---------- misc Mana/turn +0.04 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 HP.reg +3.00 Disarm- +23% Pinning- +21% Stun/Frz- +28% Knockbk- +25% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Dmg.mod +9% acid ----- def ----- Armour +6 Crit.chn- 10.00% ---------- misc Infravis +3 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +4 Wil +5 Cun dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +10% lightning Acc +8 (+4 eff.) ----- def ----- Resists +12% lightning +3% nature Blind- +25% ---------- misc Infravis +3 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +3% acid Acc +6 (+3 eff.) ----- def ----- Resists +3% temporal Mind.save +9 (+3 eff.) Die.at -40.00 life Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +5% light +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +12% fire Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Fatigue -4% Resists +10% blight ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +1 Mag +6 Cun dps ---------- Melee+ 17 light Ranged+ 20 light Dmg.mod +11% light Acc +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane Power 117% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight +12 cold On Crit.r2 +12 cold On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Disease- +10% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 137% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 47.20 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 123% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to reduce armor by 11% While equipped: dps ---------- Dmg.mod +3% darkness Acc +9 (+4 eff.) ----- def ----- Defense +9 (+6 eff.) Resists +6% lightning Phys.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Disarm- +29% Pinning- +20% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Normal] Power 149% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego++] Arcane/Psionic Power 139% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +7% fire Massive two-handed swords. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 31 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +3% nature +5% mind +8% darkness Res.pen +7% mind +7% darkness ----- def ----- Resists +5% blight +3% temporal +3% lightning Crit.chn- 10.00% Disease- +12% Cut- +10% ---------- misc Max.hate +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +8 darkness While equipped: dps ---------- Mind.crit +2% Mind.pwr +22 (+8 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.82 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 T1 waraxe 1H weapon [Rare] Psionic Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 darkness On Crit.r2 +4 darkness On Hit: * 10 arcane resource burn * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% mind One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% light +5% mind Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +6% nature Max.HP +32.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +2 Resists +1% physical +6% cold +7% fire A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +3% light Phys.save +6 (+3 eff.) ---------- misc Light +2 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +6% acid +6% darkness +6% blight +3% nature +9% lightning ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +3% cold Res.pen +5% cold ----- def ----- Defense +1 (+1 eff.) Resists +3% fire +3% cold Spell.save +12 (+6 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +7 (+5 eff.) Resists +9% temporal Phys.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +3% blight Spell.save +9 (+4 eff.) HP.reg +4.00 Confus- +10% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% darkness +3% fire On Hit (Melee): * 10% chance to slow global speed by 51% * 10% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Phys.save +3 (+2 eff.) Poison- +20% Disarm- +10% Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +25 (+8 eff.) ----- def ----- Defense +6 (+5 eff.) Max.HP +34.00 ---------- misc Stam/turn +1.00 Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +9% lightning +14% cold +13% mind +11% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +13% mind +21% cold +16% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% blight +9% all Mind.save +17 (+5 eff.) Max.HP +40.00 HP.reg +2.30 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +3 Mag +5 Wil +3 Cun dps ---------- Mind.crit +3% Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Armour +3 Defense +5 (+4 eff.) Fatigue +2% Resists +6% lightning +3% temporal +6% fire +5% arcane +6% cold Heal.mod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% mind Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Armour +1 Resists +6% lightning HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning +20% fire +25% darkness ----- def ----- Armour +1 Resists +3% fire HP.reg +2.10 ---------- misc Stam/turn +0.50 Psi/turn +0.14 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% darkness Acc +12 (+6 eff.) On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +3 Resists +6% blight Phys.save +3 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +3 Cun +3 Con dps ---------- Melee+ 6 physical Dmg.mod +4% physical Melee Ret 2 nature ----- def ----- Armour +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +1 Con dps ---------- Apr +1 ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) ---------- misc Mana/s.crit +2.00 Light +3 A cap made of leather. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.24 to 123.73 lightning damage (82.49 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% mind Res.pen +5% cold +25% mind +5% nature ----- def ----- Armour +1 Fatigue +1% Resists +10% darkness ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Mag +2 Con dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +13% mind Mind.save +12 (+4 eff.) Confus- +21% ---------- misc See.Invis +9 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +8 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +15 Defense +4 (+4 eff.) Fatigue +5% Resists +3% fire Phys.save +8 (+4 eff.) Mind.save +3 (+1 eff.) Die.at -60.00 life Max.HP +148.00 HP.reg +5.00 Heal.mod +26% A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Mind.crit +2% Dmg.mod +12% mind Res.pen +25% mind Melee Ret 8 cold ----- def ----- Armour +17 Defense +8 (+6 eff.) Fatigue +22% Mind.save +16 (+5 eff.) A suit of armour made of metal plates. |
![]() 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 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 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 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 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Mag +4 Con dps ---------- Dmg.mod +6% cold Res.pen +20% darkness ---------- misc Light +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% mind ----- def ----- Resists +3% lightning +3% physical Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 37.62 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 37.62 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% temporal +3% cold +5% arcane +9% light Max.HP +42.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Cun +1 Con dps ---------- Dmg.mod +3% light Res.pen +10% light ---------- misc Light +5 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] Master While equipped: dps ---------- Res.pen +20% mind ----- def ----- Resists +3% blight Phys.save +6 (+3 eff.) Blind- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +5 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] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Dmg.mod +6% darkness +12% physical Acc +20 (+10 eff.) Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 8 nature ----- def ----- Armour +4 Defense +10 (+7 eff.) Mind.save +9 (+3 eff.) Max.HP +20.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +7 Con dps ---------- Res.pen +15% light ----- def ----- Armour +4 Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to slow global speed by 51% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 11% 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 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 Turgor O I Mindflay the Krog Mindslayer level 10
6th Mirth 122nd year of Ascendancy at 07:48 see stats
By Turgor O I Mindflay the Krog Mindslayer level 20
35th Haze 122nd year of Ascendancy at 06:53 see stats
By Turgor O I Mindflay the Krog Mindslayer level 11
10th Mirth 122nd year of Ascendancy at 06:50 see stats
By Turgor O I Mindflay the Krog Mindslayer level 16
8th Dusk 122nd year of Ascendancy at 13:43 see stats
By Turgor O I Mindflay the Krog Mindslayer level 21
47th Haze 122nd year of Ascendancy at 15:10 see stats
Log
Ivuriabeth the white wolf howls
Turgor O I Mindflay stops regenerating health quickly.
Talent Telekinetic Leap is ready to use.
Imploding (slow) from Ivuriabeth the white wolf hits Turgor O I Mindflay for 81 physical damage.
Ivuriabeth the white wolf uses Mindlash.
Turgor O I Mindflay shrugs off the effect 'Off-balance'!
Ivuriabeth the white wolf hits Turgor O I Mindflay for 101 physical damage.
Turgor O I Mindflay shakes off the crushing forces.
Turgor O I Mindflay performs a telekinetically enhanced leap!
Turgor O I Mindflay shrugs off the effect 'Confused'!
Turgor O I Mindflay is no longer attuned.
Turgor O I Mindflay feels pain again.
Talent Kinetic Strike is ready to use.
Talent Telekinetic Smash is ready to use.
Xetta the ghoul casts Burning Hex.
Turgor O I Mindflay is hexed!
Turgor O I Mindflay has regained its confidence.
Xetta the ghoul performs a diseased attack against Turgor O I Mindflay.
Turgor O I Mindflay attunes to the damage.
Turgor O I Mindflay has temporarily forgotten Thermal Strike for 2 turns!
Xetta the ghoul performs a melee critical strike against Turgor O I Mindflay!
Turgor O I Mindflay is afflicted by a rotting disease!
Talent Realign is ready to use.
Xetta the ghoul hits Turgor O I Mindflay for 52 physical, 4 blight, 72 physical (128 total damage).
Rotting Disease from Xetta the ghoul hits Turgor O I Mindflay for 24 blight damage.
Melee retaliation hits Xetta the ghoul for 6 darkness, 10 lightning, 6 darkness, 10 lightning (32 total damage).
Turgor O I Mindflay the level 21 krog mindslayer was debilitated by noxious blight before falling to death by Xetta the ghoul on level 1 of Dreadfell.