












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Shadowblade |
Level / Exp | 28 / 62% |
Size | big |
Lifes / Deaths | Killed by Weirdling Beast at level 20 on the 18th Wealth 122nd year of Ascendancy at 16:00 4 / 2Killed by shadow at level 20 on the 18th Wealth 122nd year of Ascendancy at 17:16 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 54 (base 42) |
Constitution | 37 (base 13) |
Magic | 48 (base 30) |
Willpower | 32 (base 10) |
Cunning | 71 (base 48) |
Resources
Life | 829/829 |
Mana | 292/292 |
Stamina | 271/271 |
Healing Factor | 1.3041015905905 |
Regeneration | 5.5424317600096 |
Speed
Mental | +13.93344297714% |
Attack | 0% |
Movement | +20% |
Spell | +13.93344297714% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 62.996221021301 |
See Invisible | 68.996221021301 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 82 |
Accuracy | 65 |
Crit Chance | 41% |
APR | 37 |
Speed | 0.88 |
Offense: Offhand
Damage | 56 |
Accuracy | 65 |
Crit Chance | 38% |
APR | 34 |
Speed | 0.88 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 21% |
Speed | 0.87770541631103 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Light | +23% |
Fire | +10% |
Cold | +15% |
Arcane | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +27% |
Mind | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 16 (65.324392949321%) |
Defense | 60 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 42 |
Mental Save | 44 |
Defense: Resistances
Darkness | + 27%( 70%) |
Light | + 39%( 70%) |
Nature | + 24%( 70%) |
Cold | + 29%( 70%) |
Fire | + 22%( 70%) |
Mind | + 11%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Blind Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% 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 820% for 10 turns (78 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 63 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. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shadow Combat |
talent | Phantasmal Shield |
talent | Shadow Feed |
talent | Trained Reactions |
beneficial effect | Parrying melee and ranged attacks: Has a 59% chance to deflect up to 20 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
You failed to protect the lost defiler from death by skeleton archer. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 94. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed giant spider spinneret. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed naga tongue. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of squid ink. * You've found the needed chunk of ghoul flesh. 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 storm wyrm claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +7 Lck +6 Dex offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Move Speed +10% Damage +3% mind Ignore Armor +5 On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +3 Fatigue -6% Resistance +6% mind Stealth +7 Life +36.00 other ------- Stamina/turn +0.50 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +1% Resistance +6% light Crit Resistance 5.00% Blind Resist +10% Knockbk Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 3.5 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 167.39 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Mag +3 Cun +4 Con offense ------ Physical Power +5 (+1 eff.) On-Hit 14 light On-Ranged-Hit 12 light Damage +3% arcane +13% light +3% darkness Ignore resists +10% darkness defense ------ Defense +6 (+2 eff.) Resistance +3% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 13.87 cold and 12.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex, 15% Mag Damage Physical 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: 4.5 Power cost 20 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 134.35 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Power +15 (+5 eff.) Accuracy +10 (+2 eff.) Ignore Armor +1 defense ------ Defense +8 (+2 eff.) Stealth +6 other ------- Stamina/turn +2.00 See Invisibility +6 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic level 3 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 23 While equipped: offense ------ Ignore resists +7% all Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Disease Resist +18% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun +5 Wil offense ------ Critical power +15.00% Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Life +33.00 other ------- Mana/turn +0.12 Max psi +20.00 Light +2 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 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
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 13% 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: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -484 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 484 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. 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: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -334 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 334 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% 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 Dexterity 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: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% 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. 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: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (87% 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 rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (87% 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 rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 175.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 3 times. 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: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +2 Mag offense ------ Damage +3% arcane Accuracy +15 (+4 eff.) defense ------ Resistance +5% arcane other ------- Stamina/turn +1.00 See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +5% Mindpower +5 (+2 eff.) Ignore resists +5% darkness defense ------ Resistance +6% acid +16% temporal +9% nature Pinning Resist +25% Knockbk Resist +30% other ------- EQ when Hit +0.04 Hate-on-crit +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 7 light 5 darkness Damage +10% light +5% darkness Ignore resists +10% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 When Hit: * 6% chance to reduce damage dealt by 20% * 7% chance to blind defense ------ Resistance +6% blight +6% mind Physical save +10 (+3 eff.) Spell save +16 (+5 eff.) Mind save +13 (+5 eff.) other ------- Masteries +0.24 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +14% mind Confus Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) defense ------ Resistance +11% acid +17% fire +12% lightning +12% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con defense ------ Resistance +7% nature +8% blight Poison Resist +11% Disease Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con offense ------ Damage +13% mind defense ------ Resistance +13% mind Physical save +4 (+1 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Normal] Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical 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 T3 longsword 1H weapon [Rare] Master Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +12 acid On Hit: * 20% chance to reduce armor by 33% While equipped: Stats +5 Wil offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +11 (+3 eff.) Resistance +9% acid Disarm Resist +31% other ------- See Invisibility +24 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 189 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 mace 1H weapon [Ego] Arcane Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 97% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +12 physical On Critical: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +4 Dex +2 Cun +4 Con defense ------ Armor +4 Physical save +6 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Disrupt/Psionic Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living While equipped: defense ------ Resistance +9% acid +10% lightning +8% fire +8% cold +4% all Spell save +7 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con +7 Wil defense ------ Life +33.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 blight +5 light Damage Against +11% Undead On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 While equipped: defense ------ Disease Resist +17% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +9 (+2 eff.) Ignore Armor +8 Sharp, short and deadly. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +22 lightning On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: Stats +4 Cun offense ------ Mind Crit +6% Damage +14% lightning defense ------ Resistance +15% lightning other ------- EQ when Hit +0.08 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 4.5 Power cost 8 out of 8/8. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +5.0% Capacity 50 Auto Reload 4 On-ranged-hit +7 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [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 3 fire defense ------ Armor +4 Fatigue +8% Resistance +13% physical other ------- Talents +1 Block Handheld deflection devices. |
![]() 9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +3 Str +1 Con defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Crit Resistance 5.00% Life +32.00 Life Regen +3.40 Healmod +11% other ------- Infravision +3 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Nature While equipped: Stats +4 Wil defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +13% blight +10% darkness Life +33.00 Life Regen +6.00 Healmod +11% other ------- Light +1 A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% lightning Life Regen +4.20 other ------- Stamina/turn +1.30 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +21% cold Mind save +14 (+5 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Normal] While equipped: defense ------ Armor +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Con defense ------ Armor +11 Fatigue +22% Resistance +5% arcane Spell save +15 (+5 eff.) Life +47.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +6 Str +3 Dex +3 Wil +3 Cun defense ------ Armor +6 Resistance +3% physical Physical save +17 (+6 eff.) Spell save +12 (+4 eff.) Mind save +11 (+4 eff.) Unlife -60.00 life other ------- Max stamina +20.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: offense ------ Damage +7% darkness Ignore resists +6% darkness defense ------ Defense +1 (+0 eff.) Resistance +12% darkness Stealth +5 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 [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +20.00% Damage +3% physical Accuracy +10 (+2 eff.) defense ------ Armor +5 Fatigue -5% Physical save +12 (+4 eff.) Unlife -40.00 life other ------- Encumbrance +23 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con offense ------ Physical Crit +1.0% Physical Power +10 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Physical save +11 (+4 eff.) Mind save +11 (+4 eff.) Unlife -20.00 life A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: Stats +6 Lck +4 Dex defense ------ Armor +1 Stealth +6 other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Con defense ------ Armor +1 Silence Resist +20% Confus Resist +20% Stun Resist +24% Rush: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 9 Cooldown: 20 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Move Speed +25% Ignore resists +5% blight +10% cold When Hit 4 blight 8 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 defense ------ Armor +3 Resistance +9% blight Silence Resist +26% Confus Resist +21% Stun Resist +26% other ------- Stamina/turn +0.50 Max stamina +16.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +4 Fatigue +3% 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 T3 feet armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +16 (+4 eff.) Resistance +5% arcane +16% fire Physical save +3 (+1 eff.) Poison Resist +20% Cut Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% darkness On-Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 51% defense ------ Armor +1 Fatigue +1% Resistance +3% acid +6% cold +9% lightning other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +9% light +3% fire Ignore Armor +5 On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +1 Fatigue +1% Resistance +12% fire other ------- Light +2 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% acid +3% fire +11% light +11% darkness Unlife -60.00 life Life +60.00 Poison Resist +10% Disarm Resist +10% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +10 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +9% Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +3 Fatigue +3% Mind save +18 (+6 eff.) other ------- Hate-on-crit +2.00 Max hate +4.00 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Physical Power +5 (+1 eff.) Damage +6% arcane +6% blight Ignore resists +10% blight When Hit 8 fire defense ------ Armor +3 Fatigue +3% Resistance +15% blight +12% fire A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ When Hit 2 nature defense ------ Resistance +3% nature Crit Resistance 10.00% Mind save +6 (+2 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. |
![]() 1.0 Encumbrance T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Spellpower +6 (+2 eff.) defense ------ Mind save +6 (+2 eff.) other ------- Light +5 See Stealth +7 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. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 98% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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: offense ------ Ignore resists +25% mind defense ------ Armor +12 Life +80.00 Disease Resist +10% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 278 Base Damage: 115 Armor: 5 All Resist: 8 Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 134 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 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 T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% lightning +9% physical Accuracy +15 (+4 eff.) defense ------ Armor +12 Resistance +2% physical other ------- Wards +3 arcane +4 fire +4 darkness +3 nature Talents +1 Ward Fire a magical bolt dealing 235 lightning 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. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Torric the Dwarf Shadowblade level 23
5th Dearth 122nd year of Ascendancy at 00:56 see stats
By Torric the Dwarf Shadowblade level 26
11st Loss 122nd year of Ascendancy at 08:50 see stats
By Torric the Dwarf Shadowblade level 19
16th Wealth 122nd year of Ascendancy at 20:10 see stats
By Torric the Dwarf Shadowblade level 28
21st Loss 122nd year of Ascendancy at 08:27 see stats
By Torric the Dwarf Shadowblade level 20
18th Wealth 122nd year of Ascendancy at 19:38 see stats
By Torric the Dwarf Shadowblade level 10
17th Profit 122nd year of Ascendancy at 03:52 see stats
By Torric the Dwarf Shadowblade level 20
17th Wealth 122nd year of Ascendancy at 00:43 see stats
By Torric the Dwarf Shadowblade level 6
18th Voratun 122nd year of Ascendancy at 17:26 see stats
By Torric the Dwarf Shadowblade level 23
5th Dearth 122nd year of Ascendancy at 00:56 see stats
By Torric the Dwarf Shadowblade level 9
16th Profit 122nd year of Ascendancy at 16:18 see stats
By Torric the Dwarf Shadowblade level 23
5th Dearth 122nd year of Ascendancy at 00:56 see stats
By Torric the Dwarf Shadowblade level 11
20th Profit 122nd year of Ascendancy at 12:48 see stats
By Torric the Dwarf Shadowblade level 26
11st Loss 122nd year of Ascendancy at 23:19 see stats
By Torric the Dwarf Shadowblade level 18
14th Wealth 122nd year of Ascendancy at 05:18 see stats
Log
Torric killed Skeleton archer!
Torric picks up (5.): pair of dwarven-steel boots (0 def, 4 armour).
You pickup 0.80 gold pieces.
You pickup 0.45 gold pieces.
Resting starts...
Talent Illuminate is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
Ran for 21 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 39 turns (stop reason: at exit).