










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 27 / 38% |
Size | small |
Lifes / Deaths | Killed by Shasshhiy'Kaish at level 27 on the 25th Regrowth 123rd year of Ascendancy at 19:58 / 1 |
Primary Stats
Strength | 11 (base 13) |
Dexterity | 68 (base 50) |
Constitution | 27 (base 10) |
Magic | 19 (base 19) |
Willpower | 20 (base 10) |
Cunning | 72 (base 51) |
Resources
Life | -257/694 |
Mana | 306/306 |
Stamina | 111/203 |
Psi | 110/110 |
Healing Factor | 1.2586945338483 |
Regeneration | 12.901618971944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 7 |
See Stealth | 61.668125878895 |
See Invisible | 61.668125878895 |
Offense: Mainhand
Damage | 11 |
Accuracy | 50 |
Crit Chance | 31% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 50 |
Crit Chance | 42% |
APR | 27 |
Speed | 0.90 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Mind | +36% |
Acid | +20% |
Light | +3% |
Nature | +30% |
Darkness | +27% |
Physical | +6% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Light | +40% |
Mind | +10% |
Nature | +10% |
Physical | +5% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (100%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 22 |
Mental Save | 37 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 28%( 70%) |
Physical | + 20%( 70%) |
Cold | + 22%( 70%) |
All | + 20%( 70%) |
Lightning | + 29%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 24%( 70%) |
Darkness | + 44%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Poison Resistance | 13% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 429 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 862% 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 Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 33%. Shadowstrike |
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 injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Xemina the wolf. Escort: worried loremaster (level 1 of Daikara) | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. | 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 within3 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 | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Con offense ------ Critical power +15.00% Damage +6% fire Ignore resists +25% cold defense ------ Armor +3 Fatigue -6% Physical save +5 (+3 eff.) other ------- Encumbrance +37 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Critical power +10.00% Mindpower +25 (+9 eff.) Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 56% defense ------ Resistance +3% nature Mind save +9 (+4 eff.) Life +49.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Con offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +12% nature +15% darkness Ignore resists +10% darkness +10% nature Accuracy +20 (+7 eff.) Ignore Armor +2 defense ------ Defense +1 (+0 eff.) other ------- Psi/turn +0.15 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 acid Damage +5% acid +12% mind defense ------ Armor +2 Resistance +7% acid Physical save +3 (+2 eff.) Disease Resist +10% Confus Resist +20% Stun Resist +20% 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. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 17 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +5% nature +5% blight Life +61.00 Life Regen +7.00 Healmod +12% Poison Resist +13% Disease Resist +12% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun offense ------ On-Hit 21 physical On-Ranged-Hit 20 physical Damage +12% darkness +9% mind On-Hit (Melee): * 15% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 29 defense ------ Resistance +3% cold +30% darkness +6% mind Mind save +12 (+5 eff.) Life Regen +3.00 Stun Resist +37% other ------- Hate-on-crit +8.00 Max hate +8.00 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 3.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex offense ------ Critical power +10.00% Ignore resists +25% light defense ------ Resistance +3% lightning +6% nature +6% blight Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Nature/Master/Psionic Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +1 Str +6 Wil +5 Con offense ------ Damage +6% physical Accuracy +7 (+3 eff.) Ignore Armor +1 defense ------ Resistance +1% physical Unlife -60.00 life Life +10.00 other ------- Stamina/turn +2.00 One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Critical power +20.00% Damage +3% light Ignore resists +15% light defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Critical power +20.00% Physical Power +10 (+5 eff.) Ignore resists +10% mind +5% physical defense ------ Defense +2 (+0 eff.) Resistance +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -319 life. The duration and life will increase by 1% for every 1% life you have lost (currently 757 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 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 -295 life. The duration and life will increase by 1% for every 1% life you have lost (currently 700 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 368 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 226.08 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 56 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 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. 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. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% blight Ignore resists +5% light When Hit 8 light defense ------ Fatigue -5% Resistance +3% light Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +10.00% Accuracy +6 (+2 eff.) Ignore Armor +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 other ------- Masteries +0.12 Technique/Assassination Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck offense ------ Accuracy +8 (+3 eff.) defense ------ Defense +7 (+1 eff.) Resist unseen 12% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +23% other ------- Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +12% temporal defense ------ Armor +6 Resistance +12% temporal Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 29 defense ------ Resistance +3% nature Physical save +8 (+4 eff.) Disease Resist +20% Disarm Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +10 (+5 eff.) defense ------ Resistance +18% acid +10% fire +10% lightning +13% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+3 eff.) Confus Resist +24% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +9% Physical Power +7 (+4 eff.) Spellpower +12 (+6 eff.) Damage +15% temporal Accuracy +7 (+3 eff.) defense ------ Physical save +6 (+3 eff.) Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master/Psionic Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 darkness Damage Against +14% Living On Hit: * Create an explosion dealing 27 cold damage (1/turn) While equipped: Stats +5 Str +4 Mag +1 Wil offense ------ Damage +12% physical +24% cold Ignore resists +19% cold Accuracy +14 (+5 eff.) defense ------ Resistance +3% mind Healmod +10% Blind Resist +10% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 trident 2H weapon [Ego++] Arcane/Master Weapon Damage 12.0 - 19.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 1 While equipped: offense ------ Ignore resists +10% physical Accuracy +10 (+4 eff.) Ignore Armor +9 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +8 nature On-Hit, radius 1 +20 light While equipped: offense ------ Ignore resists +20% light When Hit 4 nature defense ------ Resistance +9% acid +6% fire +3% light Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Disrupt Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 8% chance to slow global speed by 56% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Physical Power +20 (+10 eff.) Damage +6% acid defense ------ Armor +14 Resistance +6% acid other ------- Stamina/turn +3.00 Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 acid +16 light +20 lightning On-Hit, radius 1 +12 light On Critical: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 While equipped: offense ------ Damage +9% lightning defense ------ Resistance +6% lightning +3% light One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Nature Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Nature/Master/Psionic Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +9 darkness Damage Against +10% Living On-crit, radius 2 +11 acid +15 nature While equipped: Stats +3 Con offense ------ Physical Power +15 (+8 eff.) Ignore resists +9% acid +16% nature Ignore Armor +8 defense ------ Spell save +3 (+1 eff.) Life Regen +4.00 Teleport Resist +10% One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) When Hit 6 light defense ------ Defense +5 (+1 eff.) Resistance +6% lightning +9% fire +5% arcane +3% light Unlife -80.00 life Disarm Resist +23% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +8 physical While equipped: Stats +3 Mag +3 Wil offense ------ Physical Crit +2.0% Critical power +15.00% Spellpower +7 (+4 eff.) Ignore resists +20% mind defense ------ Armor +2 Resistance +3% physical Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On Hit: * 20% chance to slow global speed by 56% While equipped: Stats +6 Str +1 Mag offense ------ Ignore resists +10% nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: offense ------ Damage +0% darkness Ignore resists +0% darkness other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: offense ------ Damage +0% light Ignore resists +0% light other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+2 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +4 (+2 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +10.00% Mindpower +6 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +8.00% Mindpower +6 (+2 eff.) On-Hit 7 cold Damage +8% cold Ignore resists +8% cold defense ------ Armor +8 Resistance +12% cold other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +8 Str +6 Dex +5 Mag +8 Wil +8 Cun +8 Con Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 18 Auto Reload 3 On-ranged-hit +4 blight On-Hit, radius 1 +20 blight +12 nature +20 mind On-crit, radius 2 +4 nature On Hit: * 20% chance to slow global speed by 56% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +3 (+1 eff.) Damage +17% nature defense ------ Resistance +25% nature +11% all Mind save +18 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +5% acid +14% physical +9% fire +7% cold defense ------ Resistance +16% acid +13% physical +13% fire +14% cold +13% all other ------- Mana/turn +0.17 Psi/turn +0.34 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +4 Defense +3 (+0 eff.) Fatigue +6% Resistance +6% acid +6% cold Mind save +11 (+4 eff.) other ------- Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +7 (+4 eff.) Damage +9% darkness defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +15% lightning +3% physical Life +40.00 Poison Resist +10% Disease Resist +20% Teleport Resist +20% A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Normal] While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +15 Defense +3 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Damage +12% cold When Hit 10 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Fatigue +22% Resistance +12% mind +6% cold Mind save +12 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +15% acid A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Cun +7 Lck defense ------ Stealth +10 other ------- Disarm Traps +5 Mana/turn +0.18 Max mana +32.00 Infravision +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Wil +3 Cun defense ------ Defense +7 (+1 eff.) Resistance +3% darkness +3% fire Physical save +5 (+3 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 Encumbrance T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag +3 Wil defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 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 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +6 Cun +6 Con offense ------ Mindpower +30 (+10 eff.) Damage +7% physical defense ------ Armor +3 other ------- Max psi +50.00 Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% fire When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Armor +10 Life +100.00 other ------- Infravision +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Mag +1 Wil +3 Con offense ------ Damage +6% light defense ------ Armor +3 Fatigue +2% Resistance +3% light other ------- See Invisibility +9 Rush: Puts all charms on 17 turn cooldown Effective talent level: 4.5 Power cost 17 out of 25/25. Range 9 Cooldown: 20 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +15 (+5 eff.) Damage +6% blight Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Armor +1 Physical save +5 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +1 Cun +2 Mag offense ------ Accuracy +7 (+3 eff.) defense ------ Armor +2 Resistance +5% light +7% darkness Physical save +5 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +23% other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 14 turn cooldown Effective talent level: 2.5 Power cost 14 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 68.05 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Wil +5 Mag offense ------ On-Hit 6 cold Damage +3% mind +4% cold Ignore resists +5% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- See Invisibility +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Str +5 Dex +4 Mag +2 Wil offense ------ On-Hit 6 lightning Damage +4% lightning +6% light When Hit 4 light defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +15% fire other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +8 Str +9 Dex +3 Cun +4 Con offense ------ Ignore resists +25% darkness defense ------ Armor +2 Fatigue +3% Physical save +9 (+5 eff.) Unlife -60.00 life other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Str offense ------ Critical power +15.00% Damage +18% physical Ignore resists +10% physical Accuracy +7 (+3 eff.) Ignore Armor +2 defense ------ Armor +8 Fatigue +3% Physical save +7 (+4 eff.) Mind save +7 (+3 eff.) Disarm Resist +31% other ------- Stamina/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +16 (+6 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +15.00% When Hit 2 mind defense ------ Defense +1 (+0 eff.) Resistance +3% blight Mind save +6 (+3 eff.) other ------- EQ when Hit +0.04 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag offense ------ Physical Crit +1.0% defense ------ Armor +11 Fatigue +1% Resistance +6% lightning other ------- Stamina/turn +1.00 Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) Damage +9% nature +3% fire Ignore resists +10% lightning +20% fire When Hit 6 fire defense ------ Armor +1 Fatigue +1% Resistance +3% nature A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun +7 Con defense ------ Armor +3 Fatigue +3% Resistance +14% fire +9% nature +7% cold other ------- Light +2 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex +4 Wil offense ------ Mindpower +10 (+4 eff.) Damage +6% lightning defense ------ Armor +3 Fatigue +3% Resistance +6% lightning other ------- Psi when Hit +0.16 Hate-on-crit +2.00 Skullcracker: Puts all charms on 14 turn cooldown Effective talent level: 4.5 Power cost 14 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 29.7 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +11 Str defense ------ Armor +3 Fatigue +3% Disease Resist +15% Skullcracker: Puts all charms on 14 turn cooldown Effective talent level: 4.5 Power cost 14 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 29.7 Physical damage. If the attack hits, the target is confused (42% effect) for 6 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. It was changed by the digestive sack. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Damage +3% light +9% nature When Hit 4 nature defense ------ Armor +3 Fatigue +5% Resistance +6% blight +3% cold +3% light Mind save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance 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 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% mind +15% cold Ignore resists +10% cold When Hit 4 acid defense ------ Resistance +30% acid +6% cold Physical save +7 (+4 eff.) Healmod +14% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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.(69 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +4 Mag offense ------ Spellpower +6 (+3 eff.) Damage +6% mind other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 34 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 55 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str +7 Mag +3 Cun +2 Con defense ------ Fatigue -7% Mind save +12 (+5 eff.) other ------- Max hate +4.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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: 4.5 Power cost 14 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 13 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 21 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 127 physical damage Puts all charms on 8 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 14 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Holndo the Halfling Rogue level 10
6th Flare 122nd year of Ascendancy at 03:46 see stats
By Holndo the Halfling Rogue level 23
80th Haze 122nd year of Ascendancy at 01:09 see stats
By Holndo the Halfling Rogue level 10
3rd Mirth 122nd year of Ascendancy at 08:48 see stats
By Holndo the Halfling Rogue level 20
57th Haze 122nd year of Ascendancy at 16:08 see stats
By Holndo the Halfling Rogue level 19
46th Haze 122nd year of Ascendancy at 19:58 see stats
By Holndo the Halfling Rogue level 25
6th Regrowth 123rd year of Ascendancy at 18:37 see stats
By Holndo the Halfling Rogue level 25
6th Allure 123rd year of Ascendancy at 02:18 see stats
By Holndo the Halfling Rogue level 20
58th Haze 122nd year of Ascendancy at 12:22 see stats
By Holndo the Halfling Rogue level 7
79th Pyre 122nd year of Ascendancy at 00:30 see stats
By Holndo the Halfling Rogue level 15
69th Dusk 122nd year of Ascendancy at 20:41 see stats
By Holndo the Halfling Rogue level 22
69th Haze 122nd year of Ascendancy at 03:20 see stats
By Holndo the Halfling Rogue level 17
3rd Haze 122nd year of Ascendancy at 19:57 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shasshhiy'Kaish activates Precise Strikes.
Shasshhiy'Kaish activates Bleak Outcome.
Ran for 36 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shasshhiy'Kaish briefly catches sight of you!
Shasshhiy'Kaish casts Blood Lock.
Ran for 24 turns (stop reason: detrimental status effect).
Holndo is blood locked.
Shasshhiy'Kaish casts Meteor Rain.
Holndo reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Holndo tries to evade attacks.
Holndo reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Holndo reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Holndo reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Holndo reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Holndo reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Holndo reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Holndo reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Shasshhiy'Kaish hits Holndo for (58 reacted , -5 stam), 109 physical, (72 reacted , -5 stam), 127 fire, (62 reacted , -5 stam), 109 physical, (73 reacted , -5 stam), 129 fire, (62 reacted , -5 stam), 109 physical, (73 reacted , -5 stam), 129 fire, (62 reacted , -5 stam), 109 physical, (73 reacted , -5 stam), 129 fire (951 total damage).
Holndo the level 27 halfling rogue was burnt to death by Shasshhiy'Kaish and used for her perverted desires on level 3 of Daikara.