











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Semi-Roguelike (mild) |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 26 / 8% |
Size | huge |
Lifes / Deaths | Killed by Nerevea the elven cultist at level 25 on the 69th Haze 122nd year of Ascendancy at 06:03 0 / 2Killed by Celia at level 26 on the 2nd Allure 123rd year of Ascendancy at 14:44 |
Primary Stats
Strength | 112 (base 40) |
Dexterity | 26 (base 11) |
Constitution | 53 (base 42) |
Magic | 59 (base 41) |
Willpower | 21 (base 10) |
Cunning | 33 (base 13) |
Resources
Life | -129/866 |
Mana | 122/375 |
Stamina | 212/232 |
Healing Factor | 1.29457841929 |
Regeneration | 5.5019582819823 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 8 |
See Invisible | 7 |
Offense: Mainhand
Damage | 178 |
Accuracy | 47 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Acid | +3% |
Light | +9% |
Nature | +6% |
Lightning | +12% |
Arcane | +9% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Light | +15% |
Physical | +12% |
Blight | +7% |
Arcane | +10% |
Acid | +7% |
Nature | +8% |
Defense: Base
Armour (hardiness) | 54 (88.568973732692%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 40 |
Mental Save | 34 |
Defense: Resistances
Bleed | + 14%( 70%) |
Lightning | + 58%( 70%) |
Nature | + 25%( 70%) |
Acid | + 20%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 19%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 28% |
Bleed Resistance | 22% |
Confusion Resistance | 26% |
Instadeath Resistance | 100% |
Stun Resistance | 28% |
Poison Resistance | 21% |
Disarm Resistance | 18% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 506 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 2.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 2.10 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Enhancement | 1.70 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Aegis | 1.40 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Zarri. Escort: temporal explorer (level 2 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. * You've found the needed snow giant kidney. You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 orc heart. * You've found the needed length of troll intestine. * You've found the needed vampire lord fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Spell Crit +5% Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Armor +3 Resistance +12% acid +5% arcane Silence Resist +28% Confus Resist +26% Stun Resist +28% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Cun +4 Mag offense ------ Damage +3% acid On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +8 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.43 to 94.30 lightning damage (62.87 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit 7 physical Damage +6% nature +5% physical Ignore resists +5% nature defense ------ Armor +17 Resistance +6% nature +5% arcane Mind save +14 (+7 eff.) Life +101.00 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. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +7 Str +1 Con offense ------ Accuracy +5 (+1 eff.) defense ------ Resistance +3% blight Spell save +3 (+1 eff.) other ------- Max stamina +30.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% light +6% cold Ignore resists +10% lightning +3% nature +15% light defense ------ Poison Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Resistance +5% bleed Life Regen +2.00 Cut Resist +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Con offense ------ Ignore resists +7% acid +7% blight When Hit 10 bleed defense ------ Resistance +6% arcane +7% lightning other ------- Mana-on-crit +3.00 Max mana +10.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Arcane/Master Weapon Damage 153% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Damage Against +12% Horror +13% Demon On Critical: * Strike your target with a blast of Arcane energy dealing 80 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: Stats +3 Con offense ------ Critical power +19.00% Physical Power +12 (+3 eff.) Ignore resists +12% physical defense ------ Disarm Resist +18% Massive two-handed mauls. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Spellpower/crit +8 Damage +3% lightning defense ------ Fatigue -5% Spell save +9 (+3 eff.) other ------- Encumbrance +23 Max mana +60.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spell Crit +2% Critical power +5.00% Damage +9% arcane On shield block: * 20% chance to use Physical Resurgence and lower the cooldown of up to 3 technique, cunning, or steamtech talent(s). This effect has a 20 turn cooldown. defense ------ Armor +4 Fatigue +8% Resistance +17% lightning +11% nature +11% blight other ------- Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +3 Con offense ------ Mindpower +10 (+5 eff.) Move Speed +11% On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Defense +1 (+1 eff.) Fatigue -6% Life Regen +2.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Damage +9% cold Ignore resists +10% lightning When Hit 4 cold defense ------ Armor +16 Fatigue +22% Resistance +20% lightning Mind save +11 (+6 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.0 Encumbrance potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 3 light, 4 physical, 5 arcane, 3 darkness 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 [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Resistance +6% nature +6% physical Life +11.00 Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Resistance +6% nature +6% physical Life +11.00 Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+5 eff.) Damage +20% blight Ignore Shields +12% defense ------ Defense +16 (+12 eff.) Shield Power +9% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% blight other ------- Mana/turn +0.12 Max mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% physical defense ------ Resistance +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Arcane Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Ignore Shields +30% On-hit +14 blight On-Hit, radius 1 +12 physical On Hit: * 24% chance to reduce strength, dexterity, and constitution by 25 While equipped: offense ------ Physical Power +10 (+2 eff.) Ignore Armor +3 defense ------ Armor +4 Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Nature/Master Weapon Damage 117% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +29% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 114% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Disrupt/Master Weapon Damage 115% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance to afflict the target with Bleed, causing 273 Physical damage over 5 turns. While equipped: offense ------ Mindpower +3 (+2 eff.) Damage +9% physical defense ------ Resistance +12% acid +10% lightning +12% cold +10% fire +3% all Spell save +7 (+2 eff.) Massive two-handed swords. |
![]() 0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 130% Range: 1.0x-1.6x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+2 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +10 (+4 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 acid On-Hit, radius 1 +9 fire While equipped: offense ------ Ignore resists +9% acid Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 123% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +6 Str offense ------ Damage +7% physical Accuracy +12 (+4 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Master Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +7 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 136% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 25 * 25% chance to afflict the target with Lightburn, causing 140 Light damage over 5 turns and reduces their armor by 14 for the duration. While equipped: offense ------ Spellpower +7 (+3 eff.) Damage +10% light One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +8 (+2 eff.) Ignore Armor +8 One-handed war axes. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego++] Master Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Attack Speed 100% Range +6 On Critical: * Sunders the enemy's armor for 5 turns. While equipped: offense ------ Ignore resists +9% all Accuracy +9 (+3 eff.) Ignore Armor +9 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Attack Speed 100% Range +8 On-ranged-hit +11 cold On Critical: * Sunder's the enemy's weapon for 5 turns. While equipped: offense ------ Damage +20% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego] Master Weapon Damage 144% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +10 Critical Rate +2.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego+] Master Weapon Damage 166% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +16.5% Capacity 20 On Critical: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 126 mind and cold damage to each enemy blocked * 20% chance to use Physical Resurgence and lower the cooldown of up to 2 technique, cunning, or steamtech talent(s). This effect has a 20 turn cooldown. defense ------ Armor +2 Fatigue +8% Resistance +6% mind +6% cold other ------- Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 cold When Hit 5 ice defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 15% chance on block to increase the duration of your buffs by 3 (up to double current duration). defense ------ Armor +9 Fatigue +8% Life +49.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 fire When Hit 4 fire defense ------ Armor +6 Fatigue +8% Resistance +15% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+5 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +16% nature defense ------ Resistance +24% nature +13% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master While equipped: offense ------ Spell Crit +2% Mind Crit +1% Critical power +12.00% Spellpower +3 (+1 eff.) Mindpower +2 (+1 eff.) defense ------ Armor +6 Defense +9 (+8 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+8 eff.) Fatigue +8% Resistance +6% physical Physical save +12 (+5 eff.) Life +30.00 Life Regen +6.00 Healmod +11% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +1.0% Mind Crit +2% Critical power +12.00% Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) defense ------ Armor +8 Defense +20 (+14 eff.) Fatigue +8% Life Regen +5.90 other ------- Stamina/turn +1.50 A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Con defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Spell save +14 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Mind save +13 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +19 Defense +3 (+3 eff.) Fatigue +12% Resistance +7% acid +7% cold other ------- Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego] Master While equipped: defense ------ Armor +20 Defense +5 (+5 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor [Ego] Psionic While equipped: defense ------ Armor +11 Fatigue +22% Resistance +7% mind Mind save +15 (+7 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +6% cold defense ------ Defense +1 (+1 eff.) Resistance +3% cold +5% arcane +6% temporal 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] Nature/Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -5% other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 60 turn cooldown Effective talent level: 2.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 103 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue -2% Spell save +6 (+2 eff.) Cut Resist +10% Disarm Resist +20% other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 60 turn cooldown Effective talent level: 2.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 103 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Fatigue +2% Resistance +6% cold +6% fire +3% light +6% temporal other ------- Infravision +2 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 T2 hands armor [Normal] While equipped: defense ------ Armor +2 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. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% other ------- Talents +1 Slayer Slayer: Passive - Increase Physcrit by 2% per each enemy you can see in a radius of 2. A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +18% lightning +6% cold When Hit 2 cold defense ------ Armor +3 Fatigue +5% Resistance +3% lightning +3% cold +12% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str offense ------ Ignore resists +5% blight +15% physical defense ------ Armor +2 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 fire damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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. |
Achievements
By Zarri the Ogre Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 08:59 see stats
By Zarri the Ogre Arcane Blade level 20
74th Dusk 122nd year of Ascendancy at 17:02 see stats
By Zarri the Ogre Arcane Blade level 24
23rd Haze 122nd year of Ascendancy at 17:26 see stats
By Zarri the Ogre Arcane Blade level 18
57th Dusk 122nd year of Ascendancy at 01:00 see stats
By Zarri the Ogre Arcane Blade level 24
25th Haze 122nd year of Ascendancy at 06:50 see stats
By Zarri the Ogre Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 08:09 see stats
By Zarri the Ogre Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 23:28 see stats
By Zarri the Ogre Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 04:40 see stats
By Zarri the Ogre Arcane Blade level 23
12nd Haze 122nd year of Ascendancy at 06:49 see stats
By Zarri the Ogre Arcane Blade level 22
9th Haze 122nd year of Ascendancy at 00:30 see stats
By Zarri the Ogre Arcane Blade level 21
8th Haze 122nd year of Ascendancy at 04:22 see stats
By Zarri the Ogre Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 08:59 see stats
By Zarri the Ogre Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 08:59 see stats
By Zarri the Ogre Arcane Blade level 25
65th Haze 122nd year of Ascendancy at 14:42 see stats
By Zarri the Ogre Arcane Blade level 23
23rd Haze 122nd year of Ascendancy at 07:02 see stats
By Zarri the Ogre Arcane Blade level 22
9th Haze 122nd year of Ascendancy at 01:47 see stats
By Zarri the Ogre Arcane Blade level 22
8th Haze 122nd year of Ascendancy at 22:22 see stats
By Zarri the Ogre Arcane Blade level 22
9th Haze 122nd year of Ascendancy at 01:47 see stats
By Zarri the Ogre Arcane Blade level 16
40th Dusk 122nd year of Ascendancy at 20:00 see stats
Log
Ghoul receives 49 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Zarri for 21 blight damage.
Ghast receives 49 healing from Ghast's purging blight area effect.
Ghast starts to bleed.
Ghoulking performs a diseased attack against Zarri.
Zarri is afflicted by a weakness disease!
Melee retaliation hits Ghoulking for 3 cold, 1 physical (6 total damage).
Melee retaliation hits Ghast for 3 cold, 1 physical (6 total damage).
Ghoulking hits Zarri for 14 physical damage.
Ghast hits Zarri for 6 physical damage.
Ghast uses Retch.
Ghast VOMITS on the ground!
Ghast uses Retch.
Ghast VOMITS on the ground!
Bleeding from Zarri hits Ghoulking for 3 physical damage.
Bleeding from Zarri hits Ghoul for 3 physical damage.
Bleeding from Zarri hits Ghast for 1 physical damage.
Spikes of Decrepitude hits Zarri for 19 cold, 16 darkness (35 total damage).
Something hits Zarri for 82 cold damage.
Something hits Zarri for 278 darkness damage.
Zarri the level 26 ogre arcane blade was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.
The furious lightning storm around Zarri calms down and disappears.
Talent used by Zarri
Talent used by Zarri
Talent used by Zarri
Talent used by Zarri
Talent used by Zarri
Talent used by Zarri
Talent used by Zarri
Talent used by Zarri