Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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. 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. 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:
Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. 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: 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 | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Berserker |
Level / Exp | 37 / 96% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 131 (base 71) |
Dexterity | 75 (base 59) |
Constitution | 94 (base 71) |
Magic | 8 (base 10) |
Willpower | 49 (base 35) |
Cunning | 70 (base 45) |
Resources
Life | 1293/1293 |
Mana | 280/391 |
Stamina | 236/236 |
Equilibrium | 20 |
Healing Factor | 1.6273816173101 |
Regeneration | 47.43191273195 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 9 |
See Stealth | 70.954718728554 |
See Invisible | 76.954718728554 |
Offense: Mainhand
Damage | 239 |
Accuracy | 81 |
Crit Chance | 89% |
APR | 22 |
Speed | 1.11 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Blight | +18% |
Light | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Acid | +17% |
Fire | +10% |
Nature | +21% |
Defense: Base
Armour (hardiness) | 53.917691836884 (100%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 46 |
Mental Save | 42 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 64%( 70%) |
Physical | + 35%( 70%) |
Cold | + 36%( 70%) |
All | + 31%( 70%) |
Lightning | + 36%( 70%) |
Temporal | + 40%( 70%) |
Fire | + 36%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 32% |
Poison Resistance | 15% |
Instadeath Resistance | 100% |
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 676 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 182 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 859% 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. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -488 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 488 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 2.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Premonition |
talent | Chant of Fortress |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 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 Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 133. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * You've found the needed red crystal shard. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 | Gloretta the pair of iron boots (0 def, 3 armour) =CARRY +light range= Gloretta the pair of iron boots (0 def, 3 armour) =CARRY +light range=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +9 Con offense ------ Damage +6% blight defense ------ Armor +3 Fatigue -3% Physical save +5 (+1 eff.) other ------- Encumbrance +24 Light +3 See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | preserving alchemist's lamp =Fus= preserving alchemist's lamp =Fus=1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +7% blight Life Regen +6.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Branulasin the Noonimmortal (0 def, 4 armour) =Fus= Branulasin the Noonimmortal (0 def, 4 armour) =Fus=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Cun +7 Wil offense ------ Critical power +15.00% Physical Power +20 (+4 eff.) Damage +15% light Ignore resists +25% physical defense ------ Armor +4 Fatigue +4% Resistance +7% blight +2% physical Mind save +9 (+3 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | powerful yew totem of healing [power 248] (13 cooldown) powerful yew totem of healing [power 248] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 turn cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | treant's gold ring of perseverance treant's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +7% nature +8% blight Life Regen +5.00 Poison Resist +15% Disease Resist +19% Stun Resist +32% Rings make your fingers look great! |
On fingers | Uligar =Blight +/- Unlife= Uligar =Blight +/- Unlife=0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% blight When Hit 8 blight defense ------ Resistance +15% blight +3% temporal +6% nature Unlife -40.00 life Rings make your fingers look great! |
Around waist | noble's hardened leather belt of dampening =Fus?= noble's hardened leather belt of dampening =Fus?=1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +25% Summoned defense ------ Resistance +6% acid +7% fire +7% lightning +7% cold Resist Against +26% Summoned A belt that goes around your waist. |
In main hand | Getygokhad the Viperpain (151% power, 2 apr) Getygokhad the Viperpain (151% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +8 fire On-crit, radius 2 +37 acid +53 nature On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 53% * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Ignore resists +17% acid +10% fire +21% nature Ignore Armor +14 defense ------ Resistance +9% temporal Massive two-handed mauls. |
On hands | brawler's hardened leather gloves of war-making (0 def, 2 armour) =Fus= brawler's hardened leather gloves of war-making (0 def, 2 armour) =Fus=1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun offense ------ Physical Crit +8.0% Spell Crit +5% Mind Crit +10% Critical power +7.00% defense ------ Armor +2 Physical save +5 (+1 eff.) other ------- Cooldown Double Strike -1 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. |
Main armor | enlightening dwarven-steel plate armour of Eyal (0 def, 11 armour) enlightening dwarven-steel plate armour of Eyal (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil defense ------ Armor +11 Fatigue +22% Mind save +14 (+5 eff.) Life +37.00 Life Regen +6.00 Healmod +15% A suit of armour made of metal plates. |
Cloak | enveloping linen cloak of backstabbing (7 def, 0 armour) =Fus= enveloping linen cloak of backstabbing (7 def, 0 armour) =Fus=2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: offense ------ Critical power +12.00% Accuracy +6 (+2 eff.) Ignore Armor +6 defense ------ Defense +7 (+3 eff.) Physical save +6 (+2 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's gold amulet of cunning (+5) =Fus= wanderer's gold amulet of cunning (+5) =Fus=0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +9 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 256; cd 15) healing infusion of the titan (heal 256; cd 15)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 instantly heal yourself for 256 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. |
wild infusion (res 18%; mental, physical; dur 2; cd 10) wild infusion (res 18%; mental, physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. |
biting gale rune of the warrior (damage 369; dur 4; cd 18) biting gale rune of the warrior (damage 369; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 369.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
Floeknight the copper amulet Floeknight the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Ignore resists +10% acid defense ------ Resistance +6% cold +3% temporal Spell save +6 (+2 eff.) Amulets make your neck look great! |
Withering Orbs =AT Invis Spot= Withering Orbs =AT Invis Spot=0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
insulating copper amulet =COLD FIRE= insulating copper amulet =COLD FIRE=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% fire +11% cold Amulets make your neck look great! |
warrior's copper amulet =PhysRes= warrior's copper amulet =PhysRes=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
stabilizing steel amulet of strength (+4) =TEMP Pin KBack= stabilizing steel amulet of strength (+4) =TEMP Pin KBack=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +14% temporal Pinning Resist +24% Knockbk Resist +23% Amulets make your neck look great! |
steel amulet steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet 'Tempesttickler' =MIND CONFUSION= gold amulet 'Tempesttickler' =MIND CONFUSION=0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% lightning Ignore resists +15% light +10% lightning On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +6% lightning +20% mind +12% nature Confus Resist +37% Amulets make your neck look great! |
mindweaver's stralite amulet of vision mindweaver's stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Mind save +9 (+3 eff.) Blind Resist +20% Disease Resist +15% Confus Resist +20% other ------- Infravision +6 Sight +2 See Invisibility +7 Amulets make your neck look great! It was changed by the digestive sack. |
copper ring of fire (+20%) =FIRE= copper ring of fire (+20%) =FIRE=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
psionicist's copper ring of clarity =Mind Confuse= psionicist's copper ring of clarity =Mind Confuse=0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +12 (+4 eff.) Confus Resist +23% Rings make your fingers look great! |
solipsist's steel ring of darkness (+20%) =DARK Cun & Wil 3= solipsist's steel ring of darkness (+20%) =DARK Cun & Wil 3=0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +7 (+3 eff.) Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great! |
steel ring of pilfering =Pierce Disengage= steel ring of pilfering =Pierce Disengage=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's steel ring of corrosion (+20%) =ACID= warrior's steel ring of corrosion (+20%) =ACID=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +10% acid defense ------ Armor +6 Resistance +20% acid Rings make your fingers look great! |
marksman's gold ring of sensing =Spot= marksman's gold ring of sensing =Spot=0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Blind Resist +23% other ------- Infravision +5 See Stealth +9 See Invisibility +10 Rings make your fingers look great! |
rogue's gold ring of misery =Fus 2= rogue's gold ring of misery =Fus 2=0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +9 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 26 defense ------ Defense +10 (+4 eff.) other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
sneakthief's stralite ring of pilfering =PIERCE Dex Cun= sneakthief's stralite ring of pilfering =PIERCE Dex Cun=0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +5 Dex offense ------ Accuracy +16 (+4 eff.) Ignore Armor +13 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
lifebinding elven-wood magestaff (129% power, 5 apr, lightning element) lifebinding elven-wood magestaff (129% power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +4% Spellpower +19 (+15 eff.) Damage +25% lightning defense ------ Life Regen +1.00 Healmod +21% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
manaburning stralite greatmaul of crippling (165% power, 3 apr) manaburning stralite greatmaul of crippling (165% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Disrupt/Master Weapon Damage 166% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * 24 arcane resource burn On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Massive two-handed mauls. |
Galyfang (2 def, 6 armour) =ACID FIRE= Galyfang (2 def, 6 armour) =ACID FIRE=14.0 Encumbrance T2 heavy armor [Rare] Arcane While equipped: Stats +2 Cun +6 Dex offense ------ Critical power +20.00% Physical Power +10 (+2 eff.) On-Hit 12 acid 12 fire When Hit 10 acid 10 fire defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% acid +15% fire Unlife -40.00 life A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. This item has been sent to the Item's Vault. |
rejuvenating stralite mail armour of lightning resistance (4 def, 8 armour) =Shock= rejuvenating stralite mail armour of lightning resistance (4 def, 8 armour) =Shock=14.0 Encumbrance T4 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +16% lightning Life Regen +4.40 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
Duvusta the Lavaspitter (15 def, 10 armour) =COLD Light= Duvusta the Lavaspitter (15 def, 10 armour) =COLD Light=14.0 Encumbrance T5 heavy armor [Rare] Master While equipped: offense ------ Ignore resists +20% acid +20% fire defense ------ Armor +10 Defense +15 (+6 eff.) Fatigue +12% Resistance +12% light +22% cold Crit Resistance 15.00% Spell save +6 (+2 eff.) Life Regen +4.00 Healmod +15% A suit of armour made of mail. |
dwarven-steel plate armour of the deep (0 def, 14 armour) dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 Encumbrance T3 massive armor [Ego+] Nature While equipped: defense ------ Armor +14 Fatigue +22% Resistance +7% acid +6% cold other ------- Breathe water A suit of armour made of metal plates. |
stralite plate armour 'Ulfazilantir' (0 def, 13 armour) stralite plate armour 'Ulfazilantir' (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Str +2 Mag +9 Wil +8 Cun +5 Con defense ------ Armor +13 Fatigue +22% Resistance +18% blight +14% nature +19% lightning Resist Against +13% Unnatural Mind save +22 (+8 eff.) A suit of armour made of metal plates. |
noble's rough leather belt of recklessness =Fus?= noble's rough leather belt of recklessness =Fus?=1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +3 Cun +4 Wil offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +3 (+1 eff.) Against +20% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
Crackleriver the hardened leather belt Crackleriver the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Mag +5 Cun offense ------ Physical Crit +9.0% Mind Crit +8% Damage +18% lightning defense ------ Crit Resistance 15.00% other ------- Mana-on-crit +2.00 Max mana +40.00 A belt that goes around your waist. |
grounding hardened leather belt of life =Ground Regen= grounding hardened leather belt of life =Ground Regen=1.0 Encumbrance T3 belt armor [Ego] Nature While equipped: defense ------ Resistance +7% lightning +7% temporal Life Regen +1.40 Healmod +10% A belt that goes around your waist. |
Cloudstoker the linen cloak (1 def, 0 armour) =Cold Unlife= Cloudstoker the linen cloak (1 def, 0 armour) =Cold Unlife=2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +15% lightning defense ------ Defense +1 (+0 eff.) Resistance +3% acid +9% cold Physical save +5 (+1 eff.) Mind save +6 (+2 eff.) Unlife -50.00 life Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashsever the cashmere cloak (2 def, 0 armour) =Acid= Flashsever the cashmere cloak (2 def, 0 armour) =Acid=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +4 (+1 eff.) Damage +6% acid +12% fire Ignore resists +20% light When Hit 6 light 4 fire defense ------ Defense +2 (+1 eff.) Fatigue -4% Resistance +27% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =DARK TEMP= spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =DARK TEMP=2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Defense +2 (+1 eff.) Resistance +15% darkness +10% temporal Spell save +8 (+3 eff.) Out-of-Phase Defense +11 Out-of-Phase Resistance +12% Out-of-Phase Resilience +11% other ------- Max mana +51.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 5 armour) =COLD AC= thick cashmere cloak (2 def, 5 armour) =COLD AC=2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +2 (+1 eff.) Resistance +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of rough leather boots of rushing (0 def, 1 armour) =StatusRes= undeterred pair of rough leather boots of rushing (0 def, 1 armour) =StatusRes=2.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Con defense ------ Armor +1 Silence Resist +21% Confus Resist +24% Stun Resist +24% Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.6 Power cost 22 out of 25/25. Range 7 Cooldown: 27 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. |
grounding pair of hardened leather boots of rushing (0 def, 3 armour) =Ground= grounding pair of hardened leather boots of rushing (0 def, 3 armour) =Ground=2.0 Encumbrance T3 feet armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +3 Resistance +7% lightning +8% temporal Rush: Puts all charms on 22 turn cooldown Effective talent level: 1.3 Power cost 22 out of 25/25. Range 6 Cooldown: 35 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. |
miner's pair of hardened leather boots of speed (0 def, 8 armour) =+Move= miner's pair of hardened leather boots of speed (0 def, 8 armour) =+Move=2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +8 other ------- Infravision +2 A pair of boots made of leather. |
restorative pair of hardened leather boots (0 def, 3 armour) =Regen= restorative pair of hardened leather boots (0 def, 3 armour) =Regen=2.0 Encumbrance T3 feet armor [Ego+] Nature While equipped: defense ------ Armor +3 Life Regen +3.00 Healmod +13% A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour) =BREATH FIRE DARK= Wyrmbreath (0 def, 4 armour) =BREATH FIRE DARK=1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 21 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 305.43 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
cinder hardened leather gloves of regeneration (0 def, 2 armour) =Regen= cinder hardened leather gloves of regeneration (0 def, 2 armour) =Regen=1.0 Encumbrance T2 hands armor [Ego+] Nature While equipped: offense ------ On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Resistance +7% fire Life Regen +2.40 other ------- Stamina/turn +0.40 Psi/turn +0.15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of strength (+7) (0 def, 3 armour) brawler's drakeskin leather gloves of strength (+7) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +7 Str +3 Dex +3 Cun offense ------ Physical Power +11 (+2 eff.) defense ------ Armor +3 Physical save +14 (+4 eff.) other ------- Cooldown Double Strike -1 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. |
radiant dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) =Light= radiant dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) =Light=1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ On-Hit 5 light Damage +5% light Accuracy +13 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +8% light 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. |
temporal dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) =Temp= temporal dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) =Temp=1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Power +11 (+2 eff.) On-Hit 8 temporal On-Ranged-Hit 8 temporal Damage +3% temporal defense ------ Armor +2 Fatigue +3% Resistance +7% temporal 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. |
Storm Bringer's Gauntlets (0 def, 5 armour) =Shock CritPwr= Storm Bringer's Gauntlets (0 def, 5 armour) =Shock CritPwr=1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+12 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
alchemist's voratun gauntlets of dexterity (+4) (0 def, 3 armour) alchemist's voratun gauntlets of dexterity (+4) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +4 Mag +2 Wil offense ------ On-Hit 3 acid 7 fire 5 cold 5 lightning Accuracy +17 (+4 eff.) defense ------ Armor +3 Fatigue +5% 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. |
Cloudrigor (1 def, 0 armour) Cloudrigor (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Dex offense ------ Physical Crit +3.0% Mind Crit +1% Mindpower +5 (+2 eff.) Damage +11% nature defense ------ Defense +1 (+0 eff.) Resistance +16% nature +3% lightning other ------- Stamina/turn +1.00 A pointy cloth hat, very wizardly... |
Aradaba the Bogarc (2 def, 0 armour) =Blight Fire Unlife= Aradaba the Bogarc (2 def, 0 armour) =Blight Fire Unlife=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +9% nature +13% fire Ignore resists +5% mind defense ------ Defense +2 (+1 eff.) Resistance +12% blight +19% fire Crit Resistance 10.00% Mind save +6 (+2 eff.) Unlife -20.00 life A pointy cloth hat, very wizardly... |
defender's hardened leather cap of ire (6 def, 9 armour) defender's hardened leather cap of ire (6 def, 9 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Str +2 Con defense ------ Armor +9 Defense +6 (+3 eff.) Fatigue +3% Resistance +2% all Physical save +13 (+4 eff.) Mind save +5 (+2 eff.) Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.6 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 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. |
prismatic hardened leather cap of the bounder (0 def, 3 armour) =CRACK LIGHT DARK= prismatic hardened leather cap of the bounder (0 def, 3 armour) =CRACK LIGHT DARK=2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +7 Str +7 Dex defense ------ Armor +3 Fatigue +3% Resistance +14% light +12% darkness Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 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 628.9 Physical damage. If the attack hits, the target is confused (43% 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. |
bladed dwarven-steel helm of the bounder (0 def, 4 armour) bladed dwarven-steel helm of the bounder (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +10 Str +7 Dex defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 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 628.9 Physical damage. If the attack hits, the target is confused (43% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Fogshear' (0 def, 4 armour) =DARK Fire Cold= dwarven-steel helm 'Fogshear' (0 def, 4 armour) =DARK Fire Cold=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Cun +7 Str offense ------ Ignore resists +25% light defense ------ Armor +4 Fatigue +4% Resistance +9% fire +12% darkness +9% cold Crit Resistance 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's dwarven-steel helm (0 def, 4 armour) leafwalker's dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +10% nature Spell save +6 (+2 eff.) Life +60.00 Healmod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 aquamarine 7 aquamarine0.0 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. |
15 opal 15 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.0 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Summertide Phial =LIGHT= Summertide Phial =LIGHT=1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(106 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Salytira =???= Salytira =???=1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +5 Wil offense ------ Mind Crit +2% Critical power +20.00% defense ------ Mind save +6 (+2 eff.) other ------- Max hate +4.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Starraider the alchemist's lamp =Dark Arcane FLARE= Starraider the alchemist's lamp =Dark Arcane FLARE=1.0 Encumbrance T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Wil offense ------ Damage +12% arcane +8% mind +9% light Ignore resists +5% arcane When Hit 8 light defense ------ Resistance +6% darkness +5% arcane Affinity +5% light other ------- Light +11 Sun Flare: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 43.12 light damage. At talent level 3 you gain 9% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the sun alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Damage +6% light defense ------ Resistance +7% darkness Affinity +5% light other ------- Light +6 Sun Flare: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 43.12 light damage. At talent level 3 you gain 9% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp scorching alchemist's lamp1.0 Encumbrance T3 lite [Ego] Arcane While equipped: offense ------ When Hit 16 fire defense ------ Resistance +5% fire other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven-steel pickaxe of deeplife (dig speed 25 turns) dwarven-steel pickaxe of deeplife (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Ego+] Nature While equipped: Stats +2 Str defense ------ Resistance +8% darkness Affinity +15% darkness other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Telekinetic Core =consider= Telekinetic Core =consider=2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 16 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 56 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
dwarven-steel torque of gale force [power 230] (13 cooldown) dwarven-steel torque of gale force [power 230] (13 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
innervating dwarven-steel torque of mindblast [power 240] (13 cooldown) innervating dwarven-steel torque of mindblast [power 240] (13 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash wand of conjuration 'Dourshear' [power 165] (13 cooldown) ash wand of conjuration 'Dourshear' [power 165] (13 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +4 Str offense ------ Damage +9% physical When Hit 6 fire defense ------ Resistance +9% darkness other ------- Stamina/turn +3.00 Fire a magical bolt dealing 165 acid damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing ash wand of shielding [power 182] (17 cooldown) focusing ash wand of shielding [power 182] (17 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Leyd Baque the Thalore Berserker level 36
53rd Pyre 123rd year of Ascendancy at 03:55 see stats
By Leyd Baque the Thalore Berserker level 36
51st Pyre 123rd year of Ascendancy at 07:13 see stats
By Leyd Baque the Thalore Berserker level 16
60th Dusk 122nd year of Ascendancy at 18:04 see stats
By Leyd Baque the Thalore Berserker level 24
68th Regrowth 123rd year of Ascendancy at 14:32 see stats
By Leyd Baque the Thalore Berserker level 22
67th Regrowth 123rd year of Ascendancy at 09:57 see stats
By Leyd Baque the Thalore Berserker level 29
19th Pyre 123rd year of Ascendancy at 04:37 see stats
By Leyd Baque the Thalore Berserker level 27
79th Regrowth 123rd year of Ascendancy at 16:57 see stats
By Leyd Baque the Thalore Berserker level 37
58th Pyre 123rd year of Ascendancy at 16:01 see stats
By Leyd Baque the Thalore Berserker level 10
8th Mirth 122nd year of Ascendancy at 12:16 see stats
By Leyd Baque the Thalore Berserker level 20
59th Haze 122nd year of Ascendancy at 11:43 see stats
By Leyd Baque the Thalore Berserker level 30
38th Pyre 123rd year of Ascendancy at 14:05 see stats
By Leyd Baque the Thalore Berserker level 29
23rd Pyre 123rd year of Ascendancy at 01:54 see stats
By Leyd Baque the Thalore Berserker level 28
18th Pyre 123rd year of Ascendancy at 17:22 see stats
By Leyd Baque the Thalore Berserker level 15
50th Dusk 122nd year of Ascendancy at 10:52 see stats
By Leyd Baque the Thalore Berserker level 7
2nd Mirth 122nd year of Ascendancy at 15:22 see stats
By Leyd Baque the Thalore Berserker level 10
3rd Flare 122nd year of Ascendancy at 07:12 see stats
By Leyd Baque the Thalore Berserker level 27
7th Pyre 123rd year of Ascendancy at 00:36 see stats
By Leyd Baque the Thalore Berserker level 34
50th Pyre 123rd year of Ascendancy at 12:12 see stats
Log
Leyd Baque uses Adrenaline Surge.
Leyd Baque feels a surge of adrenaline.
Leyd Baque rushes out!
Leyd Baque picks up (w.): manaburning stralite greatmaul of crippling (165% power, 3 apr).
Leyd Baque performs a melee critical strike against Elven cultist!
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Leyd Baque revels in the spilt blood and grows stronger!
Leyd Baque hits Elven cultist for 808 physical damage.
Leyd Baque killed Elven cultist!
Berserker Rage's rage awakens!
Berserker Rage's rage subsides!
Resting starts...
The protective shield of Leyd Baque disappears.
Leyd Baque slows down.
Leyd Baque's adrenaline surge has come to an end.
Leyd Baque no longer revels in blood quite so much.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Leyd Baque's skin returns to normal.
Talent Adrenaline Surge is ready to use.
Talent Juggernaut is ready to use.
Talent Blinding Speed is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
Leyd Baque picks up (Z.): bladed dwarven-steel helm of the bounder (0 def, 4 armour).