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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Store Restocker 1.5.5Ashes 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Bleach Character Icons 1.5.5Adds some very clean chibi custom tiles from the Bleach anime. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Items Vault 1.7.0Donators/Buyers bonus! Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. Re:Creators Character Icons 1.5.5Adds some very clean chibi custom tiles from the Re:Creators anime (definitely top tier, I recommend it wholeheartedly) None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 30 / 93% |
Size | medium |
Lifes / Deaths | Killed by Isenn the vampire at level 30 on the 54th Dusk 123rd year of Ascendancy at 00:07 / 1 |
Primary Stats
Strength | 70 (base 36) |
Dexterity | 25 (base 10) |
Constitution | 52 (base 16) |
Magic | 65 (base 54) |
Willpower | 47 (base 36) |
Cunning | 20 (base 10) |
Resources
Mana | 434/459 |
Equilibrium | 71 |
Life | -159/1029 |
Insanity | 17/100 |
Stamina | 104/280 |
Soul | 6/10 |
Healing Factor | 1.4293292187649 |
Regeneration | 10.662475578265 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 3 |
See Invisible | 21 |
Offense: Mainhand
Damage | 105 |
Accuracy | 51 |
Crit Chance | 16% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 48 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +24% |
Light | +9% |
Cold | +9% |
Blight | +3% |
Physical | +24% |
Mind | +24% |
All | 0% |
Offense: Damage Penetration
Darkness | +40% |
Blight | +10% |
Mind | +15% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 54.317011280365 (72.903125182002%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 33 |
Physical Save | 38 |
Spell Save | 29 |
Mental Save | 36 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 21%( 70%) |
Physical | + 26%( 70%) |
Mind | + 37%( 70%) |
All | + 7%( 70%) |
Darkness | + 68%( 70%) |
Light | + 40%( 70%) |
Fire | + 16%( 70%) |
Lightning | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 34% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Its effects scale with your Cunning 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 87 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 Magic stat. |
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 303 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 425 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Scourge drake | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Xuriann the minotaur. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by armoured skeleton warrior. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice wyrm tooth. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Dex +5 Con dps ---------- Dmg.mod +9% physical Res.pen +20% darkness Apr +1 ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +3% Resists +6% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +3% blight Res.pen +20% darkness +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +6% blight +3% darkness Phys.save +7 (+3 eff.) Heal.mod +14% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Mag +5 Wil +1 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness Phys.save +8 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +1 See.Invis +9 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% HP.reg +3.10 ---------- misc Stam/turn +0.60 Psi/turn +0.18 Unarmed combat: Power 131% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% physical Acc +10 (+4 eff.) ----- def ----- Armour +6 ---------- misc Infravis +3 See.Invis +12 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% cold +15% darkness +9% light Res.pen +5% cold ----- def ----- Resists +30% darkness Mind.save +8 (+4 eff.) Confus- +24% ---------- misc Light +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +21% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% mind ---------- misc Light +2 Rings make your fingers look great! |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 3.0 T4 waraxe 1H weapon [Ego] Arcane/Psionic Power 138% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 mind On Hit: * 14% chance to reduce all saves and defense by 20 While equipped: Stats +4 Mag +6 Wil +5 Cun dps ---------- Spell.pwr +10 (+3 eff.) One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +2 Con dps ---------- Phys.crit +6.0% Mind.crit +6% ----- def ----- Resists +9% blight +6% light Crit.chn- 15.00% A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 157% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 On Crit.r2 +11 light +17 fire While equipped: dps ---------- On shield block: * Deals 124 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +9% fire +7% light +14% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Dmg.mod +6% darkness ----- def ----- Defense +1 (+1 eff.) Die.at -80.00 life Max.HP +32.00 ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Con dps ---------- Dmg.mod +3% mind Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +3% acid +14% darkness +9% mind +10% light Max.HP +96.00 A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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. 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 208 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 260 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Masteries +0.12 Demented/Scourge drake Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 211 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Res.pen +25% nature Phasing +10% Melee Ret 6 arcane ---------- misc Masteries +0.18 Spell/Undead drake Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +6 Resists +20% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind While equipped: Stats +3 Cun +4 Str dps ---------- Res.pen +5% all Acc +17 (+6 eff.) Apr +6 ----- def ----- Defense +6 (+3 eff.) Disarm- +26% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +5 Str +3 Dex +3 Cun +4 Con dps ---------- Dmg.mod +6% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +9 darkness Against +10% Living On Hit: * Create an explosion dealing 83 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +3% lightning +16% fire +9% cold Res.pen +20% lightning +30% fire Acc +12 (+4 eff.) Melee Ret 4 lightning ----- def ----- Defense +11 (+6 eff.) Resists +9% cold Disarm- +42% Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T3 shot ammo [Rare] Master Power 159% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +14.0% Capacity 20 Proj.spd +200% Ranged+ +20 light On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 159% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +137 Melee+ +14 lightning While equipped: Stats +3 Dex dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) Melee Ret 10 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 On Hit: * Deal physical damage equal to your armor (54) While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Res.pen +10% light ----- def ----- Armour +11 Fatigue +22% Resists +23% acid +7% cold +6% nature +3% light Spell.save +6 (+3 eff.) Max.HP +33.00 HP.reg +3.00 Heal.mod +12% ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +5% mind +15% light ----- def ----- Defense +8 (+4 eff.) Stealth +6 ---------- misc Light +1 See.Invis +6 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% light Res.pen +10% light Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +7 Defense +8 (+4 eff.) Resists +3% light Phys.save +13 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +3% light Res.pen +10% blight Melee Ret 2 blight ----- def ----- Defense +1 (+1 eff.) Resists +6% light Spell.save +7 (+4 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 46% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Res.pen +25% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +1 ---------- misc Light +1 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +5 Dex +8 Lck dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Phys.save +12 (+5 eff.) Stealth +8 HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +3% blight ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Melee Ret 10 physical On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +3% ---------- misc Stam/turn +0.40 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 38.75 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. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Unarmed combat: Power 93% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +3 Wil +3 Con dps ---------- Melee+ 7 lightning 7 darkness Dmg.mod +5% lightning +5% darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +2% physical +7% darkness +9% blight +3% mind Disarm- +37% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 117% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +9 lightning On Hit: 20% Moonlight Ray 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Disarm 3 On Hit: * 7% chance to reduce damage dealt by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +6 Mag +6 Wil dps ---------- Phys.crit +2.0% Crit.mult +20.00% Spell.pwr +9 (+3 eff.) Melee+ 9 arcane Dmg.mod +13% arcane ----- def ----- Armour +10 Fatigue +3% Resists +5% arcane ---------- misc Max.stam +30.00 Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +9 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- S.pwr/crit +4 Dmg.mod +6% fire Res.pen +20% arcane Melee Ret 4 arcane ----- def ----- Armour +2 Fatigue +3% Resists +12% acid +7% light +8% darkness ---------- misc Mana/turn +0.24 Vim/s.crit +2.00 Infravis +1 Unarmed combat: Power 123% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +34 light +21 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 73.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Wil +3 Cun +5 Con dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +3% mind Acc +10 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Die.at -40.00 life A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +8 Cun +2 Str dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% acid Mind.save +5 (+2 eff.) ---------- misc Light +3 Infravis +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 4 cold ----- def ----- Crit.chn- 10.00% Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Pinning- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +8 Cun dps ---------- Dmg.mod +6% cold Melee Ret 4 cold ---------- misc Equi/ret +0.04 Max.hate +2.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Res.pen +10% light ----- def ----- Defense +30 (+15 eff.) Resists +3% blight Cut- +10% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 136.99 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 124 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% darkness +12% fire Res.pen +20% light ----- def ----- Resists +21% fire Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Hist the Cornac Wyrmic level 30
51st Dusk 123rd year of Ascendancy at 11:26 see stats
By Hist the Cornac Wyrmic level 10
7th Flare 122nd year of Ascendancy at 09:28 see stats
By Hist the Cornac Wyrmic level 21
14th Regrowth 123rd year of Ascendancy at 14:51 see stats
By Hist the Cornac Wyrmic level 26
58th Pyre 123rd year of Ascendancy at 20:41 see stats
By Hist the Cornac Wyrmic level 20
74th Haze 122nd year of Ascendancy at 20:15 see stats
By Hist the Cornac Wyrmic level 10
7th Flare 122nd year of Ascendancy at 09:27 see stats
By Hist the Cornac Wyrmic level 20
72nd Haze 122nd year of Ascendancy at 15:26 see stats
By Hist the Cornac Wyrmic level 30
10th Mirth 123rd year of Ascendancy at 06:05 see stats
By Hist the Cornac Wyrmic level 19
64th Haze 122nd year of Ascendancy at 13:16 see stats
By Hist the Cornac Wyrmic level 7
78th Pyre 122nd year of Ascendancy at 02:30 see stats
By Hist the Cornac Wyrmic level 24
2nd Pyre 123rd year of Ascendancy at 14:06 see stats
By Hist the Cornac Wyrmic level 7
79th Pyre 122nd year of Ascendancy at 17:19 see stats
By Hist the Cornac Wyrmic level 24
2nd Pyre 123rd year of Ascendancy at 02:00 see stats
By Hist the Cornac Wyrmic level 28
3rd Mirth 123rd year of Ascendancy at 21:43 see stats
By Hist the Cornac Wyrmic level 20
74th Haze 122nd year of Ascendancy at 08:43 see stats
Log
Talent Static Field is ready to use.
Talent Assault is ready to use.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Hist!
Armoured skeleton warrior hits Hist for 166 physical, 8 nature, 67 acid, 52 physical, 16 physical (309 total damage).
Deadly Poison from Glybrema the skeleton warrior hits Hist for 57 nature damage.
Glybrema the skeleton warrior receives 27 healing from Deadly Poison from Glybrema the skeleton warrior.
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Hist fails to use Rune: Teleportation.
Hist's spell attains critical power!
Raze hits Skeleton warrior for (8 absorbed), 0 darkness (0 total damage).
Raze hits Armoured skeleton warrior for (10 absorbed), 0 darkness (0 total damage).
Raze hits Isenn the vampire for 7 darkness damage.
Raze hits Glybrema the skeleton warrior for (8 flat reduction), 0 darkness (0 total damage).
Hist's decaying ground area effect hits Skeleton warrior for (20 absorbed), 0 blight (0 total damage).
Hist's decaying ground area effect hits Armoured skeleton warrior for (20 absorbed), 0 blight (0 total damage).
Hist's decaying ground area effect hits Isenn the vampire for 18 blight damage.
Hist's decaying ground area effect hits Glybrema the skeleton warrior for (21 flat reduction), 2 blight (2 total damage).
Armoured skeleton warrior's spell attains critical power!
Armoured skeleton warrior hits Hist for 60 physical, 8 nature, 93 acid (162 total damage).
Crippling Disease from Hist hits Isenn the vampire for 19 blight damage.
Raze hits Isenn the vampire for 7 darkness damage.
Glybrema the skeleton warrior shoots!
Glybrema the skeleton warrior's Shoot hits Hist for 65 physical damage.
Deadly Poison from Glybrema the skeleton warrior hits Hist for 57 nature damage.
Glybrema the skeleton warrior receives 27 healing from Deadly Poison from Glybrema the skeleton warrior.
Isenn the vampire casts Flash Freeze.
Isenn the vampire hits Hist for 244 cold damage.
Hist the level 30 cornac wyrmic was chilled to death by Isenn the vampire on level 9 of Dreadfell.