










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Mindslayer |
Level / Exp | 19 / 62% |
Size | big |
Lifes / Deaths | Killed by Cyrerin the dire wolf at level 19 on the 33rd Dusk 122nd year of Ascendancy at 17:17 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 11) |
Dexterity | 18 (base 10) |
Constitution | 31 (base 10) |
Magic | 13 (base 10) |
Willpower | 55 (base 42) |
Cunning | 49 (base 43) |
Resources
Life | -60/569 |
Equilibrium | 30 |
Psi | 93/185 |
Healing Factor | 1.4658714593978 |
Regeneration | 1.8323393242472 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 33 |
Accuracy | 43 |
Crit Chance | 16% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 43 |
Crit Chance | 13% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.3333333333333 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Lightning | +11% |
Mind | +9% |
Physical | +3% |
Fire | +24% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Mind | +20% |
Nature | +16% |
Defense: Base
Armour (hardiness) | 24 (44.574340358689%) |
Defense | 31 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 40 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 70%( 70%) |
Acid | + 8%( 70%) |
Nature | + 22%( 70%) |
Temporal | + 8%( 70%) |
Mind | + 6%( 70%) |
Arcane | + 27%( 70%) |
Fire | + 8%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 67% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 145 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 495% 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. |
Class Talents
Psionic / Absorption | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.50 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lone alchemist from death by poison gas trap. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
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 successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
Psionic focus | ![]() 5.0 Encumbrance T1 greatmaul 1H weapon Reqs Str 25 [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Dex +1 Con offense ------ On-Hit 6 physical Damage +3% physical defense ------ Armor +6 Fatigue +1% other ------- Infravision +2 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 | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) Life +43.00 Healmod +10% other ------- 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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Mindpower +15 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal other ------- EQ when Hit +0.04 Max psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Mind Crit +2% Critical power +15.00% Mindpower +10 (+4 eff.) Ignore resists +5% nature When Hit 4 fire defense ------ Armor +1 other ------- Max psi +10.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +1 Mag +3 Wil +3 Con defense ------ Resistance +3% mind Mind save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Random Unique] Nature/Disrupt/Psionic Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Damage Against +5% Unnatural On-crit, radius 2 +9 acid +17 nature On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Mag +2 Wil +1 Cun offense ------ Damage +9% fire Ignore resists +10% acid +11% nature Ignore Armor +5 defense ------ Resistance +6% fire Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Mindpower +15 (+5 eff.) Ignore resists +10% mind defense ------ Life +31.00 other ------- Psi when Hit +0.04 Max psi +20.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Psionic Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +18% acid +15% fire +9% mind Ignore resists +10% mind defense ------ Resistance +6% acid Blunt and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Con defense ------ Armor +2 Defense +1 (+0 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+4 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +38 (+13 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% 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 Strength stat. 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% 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 Strength stat. 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 |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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 29% 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 22% 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Disrupt/Master/Psionic While equipped: Stats +3 Wil offense ------ Critical power +12.00% Mindpower +7 (+3 eff.) Accuracy +6 (+2 eff.) Ignore Armor +12 On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +13% blight +11% nature +12% darkness +5% arcane Mind save +7 (+4 eff.) Poison Resist +24% Disease Resist +20% Confus Resist +13% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% temporal Pinning Resist +23% Knockbk Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Life +26.00 Disarm Resist +27% Pinning Resist +26% Knockbk Resist +24% Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Critical power +20.00% Spellpower +7 (+2 eff.) Damage +10% acid defense ------ Resistance +9% cold +3% physical Physical save +12 (+6 eff.) Life Regen +0.60 Healmod +12% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +18% acid +15% cold +15% temporal defense ------ Defense +7 (+3 eff.) Resistance +3% nature +6% cold other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 30.42 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +8 (+2 eff.) Damage +19% cold defense ------ Defense +5 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 40.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Random Unique] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Str +8 Con offense ------ Spell Crit +3% Spellpower +19 (+4 eff.) Damage +20% temporal On-Hit (Melee): * 10% chance to slow global speed by 59% defense ------ Armor +2 Defense +8 (+4 eff.) Unlife -60.00 life Life Regen +1.50 Healmod +26% other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 30.42 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Psionic Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +7 mind On Hit: * 19% chance to reduce all saves and defense by 32 While equipped: Stats +3 Cun +3 Wil Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Nature Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Master Weapon Damage 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +6 (+3 eff.) Ignore resists +8% physical defense ------ Disarm Resist +15% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Nature Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature +8 cold One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Disrupt Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 59% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Cun +4 Wil offense ------ Mind Crit +2% Critical power +10.00% Mindpower +4 (+2 eff.) Damage +15% lightning +6% fire +3% nature +9% mind defense ------ Resistance +4% blight Disease Resist +13% other ------- 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 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Life +15.00 Life Regen +0.60 other ------- 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 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Spell save +3 (+1 eff.) other ------- 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 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +7% acid +6% fire +6% cold +5% physical Ignore resists +2% acid +3% fire +4% cold +4% physical defense ------ Heal-on-summon +23 other ------- Max Summons +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +10.00% Mindpower +6 (+2 eff.) other ------- 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 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +23 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +10.00% Mindpower +6 (+2 eff.) defense ------ Physical save +5 (+3 eff.) Spell save +3 (+1 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.80 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 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +23 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +8.00% Mindpower +6 (+2 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +2 (+1 eff.) Mind save +7 (+4 eff.) other ------- EQ when Hit +0.70 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 Encumbrance T4 mindstar 1H weapon [Ego] Nature Weapon Damage 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +3 (+1 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +1.40 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 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Nature/Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil offense ------ On shield block: * Deals 178 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +12% cold other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +49 Uses 1.0 Steam While equipped: Stats +5 Str +3 Dex offense ------ Accuracy +9 (+3 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +7.5% Capacity 21 Projectile Speed +200% While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Life +43.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +9% all Life +40.00 Life Regen +2.30 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +11% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+4 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+3 eff.) Fatigue +7% Resistance +5% acid +7% cold other ------- Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +12% blight +17% cold +13% nature A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% light +12% darkness +5% mind Mind save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% physical Physical save +11 (+6 eff.) Life Regen +3.20 other ------- Stamina/turn +0.90 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +19% acid A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +17 Defense +3 (+1 eff.) Fatigue +12% Resistance +18% cold A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Random Unique] Nature/Master While equipped: offense ------ Damage +9% fire defense ------ Armor +11 Fatigue +22% Resistance +7% acid +14% physical +9% blight +8% fire +8% lightning +6% cold Physical save +13 (+7 eff.) Life +25.00 Life Regen +3.00 Healmod +10% Disarm Resist +20% Stun Resist +20% Knockbk Resist +24% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +10.00% Damage +3% nature When Hit 2 nature defense ------ Resistance +6% lightning +6% temporal +1% physical other ------- Stamina/turn +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +10 (+5 eff.) Accuracy +5 (+2 eff.) Ignore Armor +1 defense ------ Resistance +6% light Life Regen +0.70 Healmod +11% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Resistance +8% lightning +6% temporal other ------- Stamina/turn +0.40 Max stamina +15.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex +5 Con offense ------ Damage +6% physical Ignore resists +5% physical defense ------ Armor +3 Fatigue +2% Resistance +3% blight +12% fire other ------- Max stamina +20.00 Light +2 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 acid Damage +5% acid Accuracy +12 (+4 eff.) defense ------ Armor +2 Resistance +6% acid 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +2 Fatigue +3% 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 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Mag defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold Spell save +12 (+4 eff.) Unlife -40.00 life Stun Resist +10% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 33.8 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% cold Physical save +11 (+6 eff.) other ------- Breathe water A cap made of leather. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Resistance +15% light +15% cold Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Str +2 Cun +6 Con defense ------ Crit Resistance 15.00% Physical save +6 (+3 eff.) Healmod +11% other ------- Light +3 See Invisibility +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +3 Cun +1 Str offense ------ Mind Crit +3% Damage +5% nature When Hit 6 mind 2 fire defense ------ Resistance +10% nature Mind save +6 (+3 eff.) other ------- EQ when Hit +0.08 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance 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 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Critical power +15.00% Damage +6% light Ignore resists +15% light Ignore Armor +4 When Hit 6 light other ------- Stamina/turn +2.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Ithiean the Krog Mindslayer level 18
17th Dusk 122nd year of Ascendancy at 22:54 see stats
By Ithiean the Krog Mindslayer level 10
4th Mirth 122nd year of Ascendancy at 19:15 see stats
By Ithiean the Krog Mindslayer level 6
78th Pyre 122nd year of Ascendancy at 18:09 see stats
By Ithiean the Krog Mindslayer level 15
2nd Dusk 122nd year of Ascendancy at 19:27 see stats
Log
Ithiean uses Telekinetic Smash.
Cyrerin the dire wolf is stunned!
The demonic soul releases a burst of fire around Cyrerin the dire wolf!
Ithiean performs a melee critical strike against Wolf!
Wolf is stunned!
Fox is stunned!
Cyrerin the dire wolf shrugs off the effect 'Stunned'!
Ithiean hits Multi-hued drake hatchling for 13 mind, 37 lightning, 4 physical, 9 physical, 11 fire (77 total damage).
Ithiean hits Fox for 13 mind, 47 lightning, 5 physical, 12 physical, 14 fire (93 total damage).
Ithiean hits Cyrerin the dire wolf for (20 rampage shugs off), 0 physical, (28 rampage shugs off), 0 lightning, (4 rampage shugs off), 0 physical, (6 rampage shugs off), 4 physical, 0 fire, 9 physical, 28 lightning, 4 physical, 11 physical, 0 fire, 51 physical, 28 lightning, 4 physical, 11 physical, 0 fire (156 total damage).
Ithiean hits Wolf for 13 mind, 47 lightning, 5 physical, 12 physical, 14 fire (93 total damage).
Demonic Soul hits Cyrerin the dire wolf for 0 fire damage.
Melee retaliation hits Ithiean for (4 antimagic), 0 fire, (3 antimagic), 0 cold (0 total damage).
Your resonance field crumbles under the damage!
The psychic field around Ithiean crumbles.
Cyrerin the dire wolf hits Ithiean for (46 to psi shield), (13 resonance), 56 physical (57 total damage).
Melee retaliation hits Cyrerin the dire wolf for 0 fire damage.
Warg uses Infusion: Heroism.
Great wolf howls
Ithiean's Beyond the Flesh hits Multi-hued drake hatchling for 44 physical, 37 lightning, 4 physical, 9 physical, 11 fire (108 total damage).
Melee retaliation hits Ithiean for (2 antimagic), 0 fire, (2 antimagic), 0 cold (0 total damage).
Cyrerin the dire wolf has shrugged off 61 damage and is ready for more.
Melee retaliation hits Multi-hued drake hatchling for 3 fire damage.
Multi-hued drake hatchling hits Ithiean for (25 to psi shield), 38 physical (39 total damage).
Cyrerin the dire wolf hits Ithiean for (36 to psi shield), 54 physical (55 total damage).
Melee retaliation hits Cyrerin the dire wolf for 0 fire damage.
Cyrerin the dire wolf hits Ithiean for (45 to psi shield), 68 physical (69 total damage).
Melee retaliation hits Cyrerin the dire wolf for 0 fire damage.
Ithiean the level 19 krog mindslayer was eviscerated to death by Cyrerin the dire wolf on level 3 of Old Forest.