













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Razakai's Reworks 1.5.10This addon is somewhere for me to test all my wacky ideas to see what might work in the main game. As the title states, it focuses primarily on reworking existing classes and categories. The first version contains a full Berserker rework. Berserker now has 3 unlocked unique categories: Bloodthirst, Might and Rage. 2H Assault has had a few improvements made. IMPORTANT NOTES Harbinger 1.5.6 Possessor Bonus Class 1.6.0Donators/Buyers bonus! Zephyr 1.5.8 Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ashes of Urh'Rok 1.6.0Official 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:
Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Mana Knight |
| Level / Exp | 18 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Iverianor the rogue at level 18 on the 9th Dusk 122nd year of Ascendancy at 13:14 / 1 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 67 (base 46) |
| Willpower | 58 (base 37) |
| Cunning | 10 (base 10) |
Resources
| Life | -217/437 |
| Mana | 175/414 |
| Stamina | 159/210 |
| Healing Factor | 1.063829787234 |
| Regeneration | 0.26595744680851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +412% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 37 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +33% |
| Lightning | +17% |
| Light | +24% |
| Temporal | +23% |
| Mind | +23% |
| Arcane | +21% |
| Fire | +23% |
| All | +14% |
Offense: Damage Penetration
| Physical | +15% |
| Lightning | +5% |
| Mind | +20% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 19 |
| Physical Save | 50 |
| Spell Save | 59 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 37%( 76%) |
| Arcane | + 37%( 76%) |
| Mind | + 12%( 70%) |
| All | + 9%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 40%( 76%) |
| Physical | + 22%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 5%( 66%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Silence Resistance | 15% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 49% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 462% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Magical Fundamentals | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Mana Flare | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Combat |
| talent | Chant of Fortitude |
| talent | Fiddling With Chance |
| talent | Anime Style |
| talent | Practicing With Wards |
| talent | Experimental Safeguards |
| talent | Eldritch Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Moving at extreme speed (462% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
| beneficial effect | Your power flares, boosting various stats by 14%. Eldritch Surge |
| detrimental effect | Your strength is fading, causing you to take 17.54 damage each turn. Fading |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Disruption Shield |
Quests
You failed to protect the lone alchemist from death by giant venus flytrap. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 |
Equipment
| On feet | Ulfimareleg (5 def, 1 armour)Requires: Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Changes stats: +4 Str / +4 Dex / +1 Con / +6 Lck Changes resistances penetration: +5% mind Changes damage: +6% physical Stealth bonus: +6 Only die when reaching: -60.00 life A pair of boots made of leather. |
| Light source | brass lantern 'Gloremissra'Requires: Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 20% chance to reduce armor by 39% Changes stats: +1 Str Changes damage: +3% physical Stamina each turn: +1.00 Only die when reaching: -20.00 life Light radius: +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. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Belirida the Dawnsin (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 light Changes stats: +2 Str / +2 Wil / +2 Con Changes resistances: +5% light / +3% fire Changes damage: +10% light / +9% fire Talent mastery: +0.20 Technique / Grappling Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +49% When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 14% Str, 14% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 2). When this weapon hits: Perfect Control (10% chance level 2). When this weapon hits: Searing Light (20% chance level 2). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming OneRequires: Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | psionicist's copper ring of powerRequires: Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Wil Mental save: +4 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | CracklepythonRequires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 39% Damage when hit (Melee): 6 mind Changes stats: +3 Wil Changes resistances: +9% acid Changes resistances penetration: +5% lightning Changes damage: +3% lightning Amulets can have magical properties. |
| In main hand | dwarven-steel mace 'Xanubrebrebeth' (131% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 29 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 blight / +13 cold When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% temporal Changes resistances penetration: +5% mind Changes damage: +9% mind Disease immunity: +15% Blunt and deadly. |
| Around waist | Betewen the rough leather beltRequires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Mag Spell save: +3 (+1 eff.) Mana each turn: +0.04 Maximum life: +36.00 Maximum mana: +20.00 Spellpower: +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | Blizzardsweeper the dwarven-steel shield (0 def, 6 armour, 100% power, 78 block)Requires: - Shield usage training - Magic 24 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 On weapon hit: * 31% chance to reduce armor by 39% Damage (Melee): +12 cold When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +6 Fatigue: +8% Damage (Melee): 13 acid Damage when hit (Melee): 2 acid Changes stats: +3 Str / +1 Dex Changes resistances: +3% mind Changes resistances penetration: +10% mind Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Hanegasus (7 def, 8 armour)Requires: Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+3 eff.) Changes stats: +4 Str / +3 Mag / +2 Wil Changes resistances penetration: +20% arcane / +15% physical Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | timebroken woollen robe (0 def, 0 armour)Requires: Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes resistances: +9% all Changes damage: +7% arcane / +9% temporal Maximum mana: +18.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 57; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.blink rune of the wizard (range 5; phase 18; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of willpower (+2)Requires: Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Life regen: +2.00 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.ash starstaff of illumination (111% power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 63.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash vilestaff of power (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel yew magestaff of illumination (120% power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 63.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal yew vilestaff (120% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +13 (+4 eff.) Spell crit. chance: +3% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.chilling steel battleaxe of crippling (128% power, 2 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 128% Range: 1.5x Uses stats: 120% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 cold When wielded/worn: Physical crit. chance: +10.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.flaming steel greatsword of erosion (127% power, 2 apr) Requires: - Magic 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stats: 120% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature Damage (radius 1) on hit: +13 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel longsword (109% power, 3 apr) Requires: - Magic 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 109% Range: 1.4x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.steel waraxe (108% power, 3 apr) Requires: - Magic 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.vined mindstar (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Eldritch Body Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.Cracklepall the rough leather sling Requires: - Magic 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +3 Str / +4 Wil / +5 Con Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.mighty cured leather sling of cunning (+2) Requires: - Magic 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str / +3 Cun Changes resistances penetration: +6% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of amnesia (18/18, 119% power, 2 apr) Requires: - Magic 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 120% Range: 1.2x Uses stats: 50% Cun, 70% Mag, 24% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.acidic steel shield (0 def, 4 armour, 100% power, 45 block) Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 113% Range: 1.2x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +45 On weapon hit: * 11% chance to reduce armor by 39% When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 2 acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.steel shield of physical resistance (+11%) (0 def, 4 armour, 100% power, 40 block) Requires: - Shield usage training - Magic 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 106% Range: 1.2x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +11% physical Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield (0 def, 6 armour, 100% power, 77.5 block) Requires: - Shield usage training - Magic 24 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 134% Range: 1.2x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +6 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shimmering Rags of the Sanctuary (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +11% arcane Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven woollen robe of lightning (+18%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% lightning / +9% all Changes damage: +12% lightning Mental save: +18 (+6 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe of the mind (+13%) (0 def, 0 armour) Requires: Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% mind / +11% all Changes damage: +13% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cured leather armour of lightning resistance (6 def, 4 armour) Requires: - Magic 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +17% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour (9 def, 6 armour) Requires: - Magic 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +3 Cun / +3 Wil Mental save: +10 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Magic 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Serpentripper Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +7% lightning / +7% temporal / +12% acid Changes resistances penetration: +20% nature Changes damage: +12% nature / +6% fire A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Cracklewrack (12 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 6 light / 10 lightning Changes resistances: +3% lightning Changes damage: +6% lightning / +9% light Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Nuchik the Glitternaught (13 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) Changes resistances: +3% lightning / +3% mind / +9% nature / +5% arcane Physical save: +10 (+4 eff.) Blindness immunity: +10% Pinning immunity: +20% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Aryvea the Shadowzeal (10 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +10 (+5 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes resistances: +7% lightning / +8% temporal / +3% darkness / +1% physical Changes damage: +6% physical Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Effects when hit in melee: * 21 arcane resource burn Changes stats: +3 Str Spell save: +8 (+2 eff.) When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 14% Str, 14% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)Requires: Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Cun, 14% Str, 80% Mag, 14% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 28.41 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 14% Str, 14% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.grounding rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
cashmere wizard hat 'Camelekan' (2 def, 0 armour)Requires: Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes stats: +5 Cun / +5 Wil Changes resistances: +22% lightning / +12% mind / +3% blight Changes resistances penetration: +15% mind / +15% blight Changes damage: +12% mind / +15% lightning Mindpower: +3 (+2 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.miner's dwarven-steel helm (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.stabilizing dwarven-steel helm of strength (+4) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Physical save: +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ZubagabreveaRequires: Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% lightning / +6% darkness Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Silence immunity: +10% Teleport immunity: +10% Light radius: +3 See stealth: +5 See invisible: +7 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. |
This item will automatically be transmogrified when you leave the level.brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
This item will automatically be transmogrified when you leave the level.scorching brass lantern of focus Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +6% mind Light radius: +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. |
This item will automatically be transmogrified when you leave the level.ethereal alchemist's lamp of corpselight Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +8% blight / +5% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Light radius: +6 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 9 blight damage or heals 25 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Beehir' (dig speed 29 turns)Requires: Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +5 (+2 eff.) Changes stats: +3 Str / +3 Dex / +1 Con Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
This item will automatically be transmogrified when you leave the level.ash totem of stinging 'Brandoath' [power 182] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% darkness / +12% fire Changes resistances penetration: +10% lightning / +10% fire / +5% darkness Changes damage: +3% fire It can be used to sting an enemy dealing 104 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ittuny the Cornac Mana Knight level 10
3rd Mirth 122nd year of Ascendancy at 09:39 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ittuny the Cornac Mana Knight level 18
9th Dusk 122nd year of Ascendancy at 08:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ittuny the Cornac Mana Knight level 15
2nd Flare 122nd year of Ascendancy at 17:29 see stats
Log
Ittuny's arcane area effect hits Iverianor the rogue for 72 arcane damage.
Fading hits Ittuny for 9 damage.
Ittuny misses Iverianor the rogue.
Iverianor the rogue performs a melee critical strike against Ittuny!
Iverianor the rogue performs a melee critical strike against Ittuny!
Iverianor the rogue hits Ittuny for 90 physical, (9 mitigated), 0 cold, (17 mitigated), 34 physical (124 total damage).
Eldritch Combat hits Ittuny for (9 mitigated), 21 physical, (13 mitigated), 18 physical (39 total damage).
Melee retaliation hits Iverianor the rogue for 1 acid, 1 mind, 1 acid, 2 mind (4 total damage).
Fading hits Iverianor the rogue for 3 damage.
Fading hits Ittuny for 18 damage.
Ittuny casts Rune: Shatter Afflictions.
Ittuny is no longer pinned.
A shield forms around Ittuny.
Ittuny uses Infusion: Movement.
Ittuny is moving at extreme speed!
Your shield crumbles under the damage!
The shield around Ittuny crumbles.
Iverianor the rogue performs a melee critical strike against Ittuny!
Iverianor the rogue hits Ittuny for (39 absorbed), 16 physical, 8 cold, 48 physical (71 total damage).
Eldritch Combat hits Ittuny for 28 physical, 28 physical (56 total damage).
Melee retaliation hits Iverianor the rogue for 1 acid, 2 mind, 1 acid, 2 mind (5 total damage).
Iverianor the rogue has finished recovering.
Fading hits Iverianor the rogue for 3 damage.
Iverianor the rogue uses Psychic Bolt.
Saving game...





































































