












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official 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:
Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 41 / 41% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 39 on the 8th Mirth 123rd year of Ascendancy at 16:33 / 2Killed by Islalle the gigantic corrosive tunneler at level 41 on the 11st Dusk 123rd year of Ascendancy at 02:23 |
Primary Stats
Strength | 31 (base 10) |
Dexterity | 81 (base 60) |
Constitution | 36 (base 10) |
Magic | 60 (base 45) |
Willpower | 18 (base 10) |
Cunning | 76 (base 60) |
Resources
Life | -327/1026 |
Mana | 160/380 |
Stamina | 131/265 |
Steam | 100/100 |
Healing Factor | 1.4379202340233 |
Regeneration | 21.928283568855 |
Speed
Mental | +4.9737991503207E-12% |
Attack | 0% |
Movement | +25% |
Spell | +4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 40.174866052011 |
See Invisible | 50.174866052011 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 44 |
Accuracy | 69 |
Crit Chance | 31% |
APR | 26 |
Speed | 0.80 |
Offense: Offhand
Damage | 36 |
Accuracy | 69 |
Crit Chance | 31% |
APR | 26 |
Speed | 0.80 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 27% |
Speed | 0.99999999999995 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +65% |
Light | +25% |
Physical | +10% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +65% |
Light | +50% |
Temporal | +45% |
Mind | +50% |
Physical | +32% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 42 (51.69962066283%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 30 |
Mental Save | 43 |
Defense: Resistances
Darkness | + 28%( 70%) |
Cold | + 10%( 70%) |
Temporal | + 10%( 70%) |
Blight | + 22%( 70%) |
Fire | + 21%( 70%) |
Mind | + 18%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 20% |
Pinning Resistance | 20% |
Inscriptions (4/4)
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 636% 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Xithra the large brown snake. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Betomira the skeleton magus. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 137. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of bone giant dust. * You've found the needed red crystal shard. 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 length of troll intestine. * You've found the needed vial of squid ink. * You've found the needed skeleton mage skull. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Str +4 Dex +4 Wil +7 Con offense ------ Mindpower +5 (+2 eff.) Move Speed +25% Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Life Regen +4.00 Healmod +13% other ------- Light +1 Infravision +1 Blindside: Puts all charms on 22 cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Eden's Guile. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 52 On-ranged-hit +16 nature +8 cold On-Hit, radius 1 +4 acid On-crit, radius 2 +4 cold While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Ignore resists +20% temporal defense ------ Defense +10 (+2 eff.) Resistance +19% blight +18% fire +10% darkness Mind save +12 (+4 eff.) Unlife -40.00 life Cut Resist +20% other ------- Light +4 Infravision +5 See Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 35 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [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 (+4 eff.) Silence Resist +30% other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This object's appearance was changed to rough leather hat. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Str +7 Dex +3 Cun offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +3 Fatigue +5% Physical save +5 (+3 eff.) 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. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +24% darkness Ignore resists +15% darkness +25% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Resistance +15% mind Create a radius 3 storm for 5 turns. Each turn, creatures within take 100 lightning damage and will be dazed for 1 turn (500 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.6 Power cost 43 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +8 (+3 eff.) defense ------ Life +69.00 Life Regen +11.00 Healmod +11% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Lck offense ------ Critical power +13.00% Accuracy +17 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resist unseen 15% Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. The set is complete. 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 200% of your Cunning as Darkness damage (152). * splashes acid on your target dealing 50 damage and reducing their armor While equipped: offense ------ Damage +25% darkness Ignore resists +25% 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. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +12% mind +6% darkness Ignore resists +10% cold defense ------ Resistance +15% darkness +6% cold Life +48.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. The set is complete. 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 200% of your Dexterity as Light damage (162). * splashes acid on your target dealing 50 damage and reducing their armor While equipped: offense ------ Damage +25% light Ignore resists +25% light other ------- Light +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +16 Defense +2 (+0 eff.) Resistance +6% temporal Unlife -20.00 life Life +100.00 Silence Resist +20% Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Ego++] Master While equipped: Stats +7 Cun +5 Dex offense ------ Physical Crit +5.0% Critical power +14.00% Physical Power +7 (+2 eff.) defense ------ Armor +13 Defense +17 (+3 eff.) Fatigue +8% A suit of armour made of leather. This object's appearance was changed to rough leather armour. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. 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 297 life over 5 turns. Its effects scale with your Magic 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 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 222.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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: 14 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 71 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 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+7 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +5 Con offense ------ Physical Power +8 (+3 eff.) Damage +13% nature defense ------ Resistance +26% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag offense ------ On-Hit 13 light On-Ranged-Hit 12 light Damage +11% light defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Rare] Master Weapon Damage 55.5 - 83.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +16 acid +16 fire While equipped: offense ------ Spell Crit +7% Critical power +10.00% When Hit 4 arcane defense ------ Resistance +9% blight Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Nature Weapon Damage 46.0 - 69.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +12 nature On-crit, radius 2 +31 acid +30 nature While equipped: offense ------ Ignore resists +19% acid +20% nature Ignore Armor +14 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane A part of set. Weapon Damage 12.5 - 16.2 Arcane 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: Stats +3 Wil +3 Con offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+4 eff.) Damage +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, short and deadly. Transformed with the power of the Spellblaze. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +8 blight +21 mind On-Hit, radius 1 +12 darkness On-crit, radius 2 +12 light On Hit: 20% Epidemic 4 On Hit: * 25% chance to reduce all saves and defense by 23 * 17% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +4 Cun +5 Wil offense ------ Damage +3% darkness Accuracy +11 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Defense +12 (+2 eff.) Disease Resist +13% Disarm Resist +36% other ------- Light +2 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 45% Cun, 5% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. This object's appearance was changed to Stormlash. |
![]() 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 Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 175.79 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Nature Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +75 fire While equipped: offense ------ Critical power +15.00% Global Speed +10% Ignore resists +24% fire defense ------ Resistance +9% acid +5% physical +15% fire Disease Resist +20% Cut Resist +20% other ------- Psi when Hit +0.24 Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Nature/Master Weapon Damage 51.0 - 76.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +33 fire On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +19.0% Physical Power +14 (+5 eff.) Global Speed +6% Ignore resists +19% fire Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Psionic Weapon Damage 51.0 - 81.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +14 darkness Damage Against +13% Living Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego++] Master/Psionic Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +13% physical defense ------ Disarm Resist +17% Sharp, long, and deadly. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +18 (+6 eff.) Damage +25% physical other ------- Max mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Dex offense ------ Physical Crit +6.0% Mind Crit +6% defense ------ Fatigue -5% other ------- Encumbrance +22 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +7 Wil offense ------ Damage +9% blight defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +5% arcane +17% cold Physical save +15 (+8 eff.) Life +100.00 Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Resistance +12% darkness +13% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown 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 cloth armor [Cosmetic Item] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +7% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T3 head armor Reqs Wil 20 [Unique] Arcane/Nature While equipped: Stats +5 Wil +5 Mag offense ------ Spell Crit +2% Damage +7% blight +9% arcane +9% darkness Ignore resists +15% darkness When Hit 10 vim draining blight defense ------ Resistance +6% nature other ------- Stamina when Hit +1.50 Equi when Hit +1.30 Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 22 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 11% and all saves by 19, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Con offense ------ Damage +9% arcane defense ------ Defense +2 (+0 eff.) Spell save +8 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +4 Wil +3 Con offense ------ Physical Power +9 (+3 eff.) defense ------ Armor +3 Fatigue +3% Resistance +6% physical Physical save +18 (+9 eff.) Mind save +7 (+2 eff.) Battle Cry: Puts all charms on 24 cooldown Effective talent level: 2.0 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 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +6 Str +5 Dex +6 Mag +3 Wil +4 Cun defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Life +71.00 Life Regen +9.60 Healmod +15% A suit of armour made of leather. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego] Master While equipped: defense ------ Armor +24 Fatigue +22% A suit of armour made of metal plates. |
![]() 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. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con defense ------ Defense +20 (+4 eff.) Fatigue -5% other ------- See Invis +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+4 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 23.38 cold damage and 25.72 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Damage +6% temporal When Hit 4 temporal 4 cold defense ------ Resistance +21% cold +27% fire Mind save +8 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 See Stealth +9 See Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance 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.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 217] powerful healing salve [power 217]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 217 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
![]() 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. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Arcane Weapon Damage 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On Hit: * Create an explosion dealing 91 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 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 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+3 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 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 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. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vanilla the Cornac Shadowblade level 35
61st Pyre 123rd year of Ascendancy at 00:28 see stats
By Vanilla the Cornac Shadowblade level 35
59th Pyre 123rd year of Ascendancy at 05:36 see stats
By Vanilla the Cornac Shadowblade level 31
24th Pyre 123rd year of Ascendancy at 12:56 see stats
By Vanilla the Cornac Shadowblade level 39
8th Mirth 123rd year of Ascendancy at 21:32 see stats
By Vanilla the Cornac Shadowblade level 37
6th Mirth 123rd year of Ascendancy at 01:30 see stats
By Vanilla the Cornac Shadowblade level 27
26th Regrowth 123rd year of Ascendancy at 01:34 see stats
By Vanilla the Cornac Shadowblade level 20
77th Haze 122nd year of Ascendancy at 21:00 see stats
By Vanilla the Cornac Shadowblade level 40
2nd Flare 123rd year of Ascendancy at 23:48 see stats
By Vanilla the Cornac Shadowblade level 36
2nd Mirth 123rd year of Ascendancy at 18:14 see stats
By Vanilla the Cornac Shadowblade level 39
8th Mirth 123rd year of Ascendancy at 19:27 see stats
By Vanilla the Cornac Shadowblade level 27
25th Regrowth 123rd year of Ascendancy at 15:24 see stats
By Vanilla the Cornac Shadowblade level 20
3rd Decay 122nd year of Ascendancy at 16:02 see stats
By Vanilla the Cornac Shadowblade level 28
27th Regrowth 123rd year of Ascendancy at 11:41 see stats
By Vanilla the Cornac Shadowblade level 35
2nd Mirth 123rd year of Ascendancy at 03:52 see stats
By Vanilla the Cornac Shadowblade level 39
2nd Flare 123rd year of Ascendancy at 01:01 see stats
By Vanilla the Cornac Shadowblade level 20
6th Haze 122nd year of Ascendancy at 12:44 see stats
By Vanilla the Cornac Shadowblade level 10
1st Dusk 122nd year of Ascendancy at 01:32 see stats
By Vanilla the Cornac Shadowblade level 20
5th Haze 122nd year of Ascendancy at 10:18 see stats
By Vanilla the Cornac Shadowblade level 30
72nd Regrowth 123rd year of Ascendancy at 17:07 see stats
By Vanilla the Cornac Shadowblade level 40
2nd Flare 123rd year of Ascendancy at 01:01 see stats
By Vanilla the Cornac Shadowblade level 20
21st Haze 122nd year of Ascendancy at 01:08 see stats
By Vanilla the Cornac Shadowblade level 36
2nd Mirth 123rd year of Ascendancy at 19:11 see stats
By Vanilla the Cornac Shadowblade level 21
4th Decay 122nd year of Ascendancy at 14:47 see stats
By Vanilla the Cornac Shadowblade level 9
10th Flare 122nd year of Ascendancy at 08:13 see stats
By Vanilla the Cornac Shadowblade level 28
34th Regrowth 123rd year of Ascendancy at 19:57 see stats
By Vanilla the Cornac Shadowblade level 14
52nd Dusk 122nd year of Ascendancy at 10:40 see stats
By Vanilla the Cornac Shadowblade level 28
34th Regrowth 123rd year of Ascendancy at 13:48 see stats
By Vanilla the Cornac Shadowblade level 28
26th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Vanilla the Cornac Shadowblade level 19
4th Haze 122nd year of Ascendancy at 15:32 see stats
By Vanilla the Cornac Shadowblade level 39
8th Mirth 123rd year of Ascendancy at 16:33 see stats
By Vanilla the Cornac Shadowblade level 34
58th Pyre 123rd year of Ascendancy at 18:26 see stats
Log
Vanilla hits Islalle the gigantic corrosive tunneler for (18 flat reduction), 0 darkness, (24 flat reduction), 0 darkness, (24 flat reduction), 24 darkness, (8 flat reduction), 0 acid, (13 flat reduction), 0 light, (24 flat reduction), 0 darkness, (24 flat reduction), 16 light, (16 flat reduction), 0 acid (41 total damage).
Islalle the gigantic corrosive tunneler hits Vanilla for (10 parried), 113 physical (113 total damage).
Salevea the orc cryomancer's ice storm area effect hits Umber hulk for 34 cold damage.
Vanilla is silenced and cannot use Temporal Shield.
The blindside fizzles!
Acid Splash from Islalle the gigantic corrosive tunneler hits Vanilla for 3 acid damage.
Grappled from Islalle the gigantic corrosive tunneler hits Vanilla for (84 ignored), 0 physical (0 total damage).
Something shoves Umber hulk aside.
Islalle the gigantic corrosive tunneler throws two quick punches.
Vanilla evades Islalle the gigantic corrosive tunneler.
Islalle the gigantic corrosive tunneler hits Vanilla for (10 parried), 131 physical (131 total damage).
Salevea the orc cryomancer's ice storm area effect hits Umber hulk for 34 cold damage.
Salevea the orc cryomancer's ice storm area effect hits Vanilla for 25 cold damage.
Blade Flurry performs a melee critical strike against Umber hulk!
Umber hulk is corroded.
You collect a new ingredient: xorn fragment (1).
Grappling hits Vanilla for 1 physical, 7 physical, 1 physical, 5 physical (14 total damage).
Blade Flurry hits Umber hulk for 26 darkness, 29 darkness, 58 darkness, 36 light, 29 darkness, 44 light, 25 acid (247 total damage).
Vanilla hits Islalle the gigantic corrosive tunneler for (21 flat reduction), 0 darkness, (24 flat reduction), 4 darkness, (24 flat reduction), 32 darkness, (8 flat reduction), 0 acid, (16 flat reduction), 0 light, (24 flat reduction), 4 darkness, (24 flat reduction), 24 light (64 total damage).
Vanilla reacts to damage from Orc high pyromancer's Fireflash, mitigating the blow!.
Blade Flurry killed Umber hulk!
Orc high pyromancer's Fireflash hits Vanilla for (97 reacted , -5 stam), 166 fire (166 total damage).
Orc high pyromancer's Fireflash hits Salevea the orc cryomancer for (19 flat reduction), 342 fire (342 total damage).
Islalle the gigantic corrosive tunneler slows down.
Acid Splash from Islalle the gigantic corrosive tunneler hits Vanilla for 2 acid damage.
Grappled from Islalle the gigantic corrosive tunneler hits Vanilla for 108 physical damage.
Islalle the gigantic corrosive tunneler hits Vanilla for (10 parried), 166 physical (166 total damage).
Vanilla the level 41 cornac shadowblade was maimed to death by Islalle the gigantic corrosive tunneler on level 2 of Vor Armoury.