











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. 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. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 27 / 8% |
Size | medium |
Lifes / Deaths | Killed by Aeroyana the brown bear at level 26 on the 27th Shortage 122nd year of Ascendancy at 06:53 / 2Killed by shadow at level 27 on the 27th Shortage 122nd year of Ascendancy at 07:14 |
Primary Stats
Strength | 45 (base 29) |
Dexterity | 17 (base 10) |
Constitution | 25 (base 10) |
Magic | 39 (base 34) |
Willpower | 56 (base 57) |
Cunning | 14 (base 10) |
Resources
Life | -163/887 |
Mana | 351/486 |
Equilibrium | 17 |
Healing Factor | 1.3345178243369 |
Regeneration | 32.36205724017 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 5 |
See Stealth | 17.342941493866 |
See Invisible | 17.342941493866 |
Offense: Mainhand
Damage | 112 |
Accuracy | 50 |
Crit Chance | 11% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 50 |
Crit Chance | 9% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Temporal | +8% |
Arcane | +6% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Fire | +25% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 93.36174050493 (81.898876157654%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 33 |
Physical Save | 33 |
Spell Save | 32 |
Mental Save | 40 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 19%( 70%) |
All | + 3%( 70%) |
Physical | + 11%( 70%) |
Lightning | + 49%( 70%) |
Light | + 6%( 70%) |
Temporal | + 11%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 70%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 71% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 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 37 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 84 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. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 122.00 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 Constitution stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ When Hit 4 light 2 cold On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Armor +3 Fatigue +2% Resistance +6% acid Life Regen +2.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +25% fire defense ------ Resistance +5% arcane +3% light +6% mind Unlife -40.00 life Life +41.00 Life Regen +4.00 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. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Crit +2.0% Mind Crit +4% Accuracy +10 (+4 eff.) Ignore Armor +2 defense ------ Armor +15 Fatigue +3% other ------- Psi when Hit +0.12 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Armor +6 Defense +10 (+5 eff.) Resistance +18% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Create a shield absorbing up to 482 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +8 (+4 eff.) Spell save +11 (+6 eff.) Mind save +9 (+3 eff.) Life +47.00 Life Regen +12.00 Healmod +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +5 Con offense ------ Physical Power +7 (+2 eff.) Damage +11% fire defense ------ Resistance +22% fire Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Lck +7 Str offense ------ Physical Power +20 (+5 eff.) Accuracy +20 (+7 eff.) defense ------ Armor +8 Defense +16 (+8 eff.) Physical save +6 (+3 eff.) Resist unseen 18% other ------- Max stamina +30.00 Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Rare] Master When used to Attack: Weapon Damage 64.0 - 76.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +202 On-crit, radius 2 +8 mind While equipped: Stats +4 Cun defense ------ Armor +10 Fatigue +8% Resistance +9% acid +28% fire +12% blight other ------- Hate-on-crit +1.00 Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +123 On Hit: * 20 arcane resource burn While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +16 Fatigue +8% Resistance +19% lightning +12% nature other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Con defense ------ Defense +7 (+4 eff.) Resistance +12% mind +3% darkness Physical save +8 (+4 eff.) Life +107.00 Life Regen +4.00 Confus Resist +20% 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 T3 massive armor [Random Unique] Nature/Master While equipped: offense ------ Physical Power +20 (+5 eff.) Damage +6% arcane Ignore Armor +4 defense ------ Armor +20 Fatigue +22% Resistance +28% lightning +8% physical +7% fire +16% cold +13% acid other ------- Breathe water A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 85.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% darkness +6% cold Ignore resists +5% nature When Hit 4 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +6% darkness +11% temporal Pinning Resist +22% Knockbk Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +8 Resistance +12% lightning +3% temporal +9% nature Cut Resist +10% Stun Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+8 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +3 Mag offense ------ Damage +24% fire defense ------ Resistance +24% fire Mind save +9 (+3 eff.) other ------- Hate-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +6 Con offense ------ Physical Power +20 (+5 eff.) Damage +14% mind On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +4 Resistance +14% mind +1% physical other ------- Stamina/turn +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +12% darkness +15% nature Accuracy +7 (+3 eff.) defense ------ Resistance +24% darkness +3% light Blind Resist +20% other ------- Infravision +4 See Stealth +6 See Invis +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex offense ------ Physical Crit +2.0% Damage +12% light Accuracy +14 (+5 eff.) Ignore Armor +10 defense ------ Defense +9 (+5 eff.) Resistance +24% light Physical save +6 (+3 eff.) other ------- Stamina/turn +1.00 Disengage: Puts all charms on 9 cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% nature defense ------ Resistance +24% nature Mind save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +8 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% arcane defense ------ Armor +4 Hardiness +6% Physical save +4 (+2 eff.) 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 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+7 eff.) Damage +22% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +13.00% Spellpower +12 (+6 eff.) Damage +25% physical defense ------ Defense +9 (+5 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 75.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego+] Master Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 20.0 - 30.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature While equipped: offense ------ Ignore resists +12% physical Accuracy +7 (+3 eff.) Ignore Armor +9 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Master Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Disrupt/Master Weapon Damage 55.5 - 83.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * 21 arcane resource burn Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Disrupt/Master Weapon Damage 33.0 - 52.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +10% physical defense ------ Resistance +10% acid +13% lightning +10% cold +13% fire +6% all Spell save +9 (+5 eff.) Disarm Resist +27% Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Weapon Damage 65.5 - 104.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +16 cold On-crit, radius 2 +8 cold +16 physical While equipped: offense ------ Ignore resists +10% cold Accuracy +12 (+4 eff.) defense ------ Defense +12 (+6 eff.) Unlife -80.00 life Disarm Resist +60% other ------- Max hate +4.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +23 acid +13 nature +12 mind On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +2 Dex offense ------ Physical Crit +14.0% Physical Power +8 (+2 eff.) Damage +10% physical Ignore resists +14% acid +13% nature Accuracy +13 (+5 eff.) Ignore Armor +8 defense ------ Defense +5 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Arcane Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +7 light +5 blight +10 cold +4 darkness Damage Against +11% Undead On-Hit, radius 1 +20 lightning On Hit: * 20% chance to reduce damage dealt by 18% * 8% chance to reduce strength, dexterity, and constitution by 17 While equipped: offense ------ Ignore resists +5% lightning When Hit 2 darkness Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Nature Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 nature Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master/Psionic Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +5 darkness Damage Against +8% Living While equipped: Stats +3 Str offense ------ Damage +5% physical Accuracy +5 (+2 eff.) Sharp, long, and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 nature On-Hit, radius 1 +8 blight While equipped: offense ------ Damage +3% blight Ignore resists +20% physical Accuracy +24 (+8 eff.) Ignore Armor +14 defense ------ Physical save +9 (+5 eff.) Mind save +6 (+2 eff.) Teleport Resist +10% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 nature On-Hit, radius 1 +16 mind While equipped: Stats +7 Str +4 Wil +3 Cun offense ------ Damage +6% mind +13% physical Accuracy +17 (+6 eff.) defense ------ Mind save +6 (+2 eff.) other ------- Equi when Hit +0.20 Sharp, short and deadly. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +6 Dex +6 Con offense ------ Ignore resists +11% physical other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Nature/Disrupt Weapon Damage 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 22 Projectile Speed +200% On Hit: * 12 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego] Arcane/Master Weapon Damage 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +18 Ignore Armor +5 Critical Rate +5.5% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego] Arcane/Master Weapon Damage 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +5 Critical Rate +5.5% Capacity 21 Auto Reload 4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 14.0 - 16.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +40 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +18% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Nature/Disrupt When used to Attack: Weapon Damage 30.0 - 36.0 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +80 While equipped: offense ------ On-Hit 11 lightning When Hit 1 lightning defense ------ Armor +6 Fatigue +8% Resistance +13% arcane other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+2 eff.) Damage +6% acid +7% physical +6% fire +7% cold defense ------ Resistance +11% acid +11% physical +11% fire +11% cold +7% all Spell save +15 (+8 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Spellpower +12 (+6 eff.) Mindpower +3 (+1 eff.) Damage +8% all defense ------ Resistance +9% all Mind save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +17% lightning Mind save +14 (+4 eff.) A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +10% nature +12% blight Life +24.00 Life Regen +4.00 Healmod +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Mind save +13 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +20% fire Mind save +15 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +17 Defense +3 (+2 eff.) Fatigue +12% Resistance +7% physical Physical save +15 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego] Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +7% physical Physical save +13 (+7 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training Str 60 [Rare] Master While equipped: Stats +7 Dex offense ------ Physical Crit +3.0% Ignore resists +5% physical Ignore Armor +5 defense ------ Armor +16 Defense +15 (+8 eff.) Fatigue +22% Resistance +25% acid +2% physical A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Master While equipped: Stats +8 Cun +5 Wil offense ------ Mind Crit +3% Ignore resists +5% mind Against +30% Summoned defense ------ Armor +6 Defense +18 (+9 eff.) Resist Against +23% Summoned Physical save +16 (+8 eff.) Stealth +9 other ------- Equi when Hit +0.12 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +1% Spellpower +5 (+3 eff.) Damage +6% acid defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +9% light When Hit 10 nature defense ------ Defense +2 (+1 eff.) Resistance +18% lightning other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +2 Str +6 Dex +3 Con defense ------ Armor +3 Defense +6 (+3 eff.) Rush: Puts all charms on 22 cooldown Effective talent level: 1.0 Power cost 22 out of 25/25. Range 6 Cooldown: 39 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. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Cun +9 Str defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Light +2 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: Stats +5 Cun +4 Con defense ------ Armor +3 Fatigue +2% Resistance +3% light Crit Resistance 5.00% Physical save +10 (+5 eff.) Mind save +10 (+3 eff.) other ------- Infravision +1 See Invis +12 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 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Dex +2 Mag +2 Wil +3 Cun offense ------ Spell Crit +1% Physical Power +7 (+2 eff.) On-Hit 7 temporal On-Ranged-Hit 5 temporal Damage +8% temporal defense ------ Armor +2 Resistance +6% temporal Physical save +5 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 20.0 - 22.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% On Hit: 10% Set Up 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +4 (+1 eff.) Accuracy +11 (+4 eff.) Ignore Armor +7 defense ------ Armor +2 Fatigue +3% Resistance +6% blight Physical save +6 (+3 eff.) Spell save +9 (+5 eff.) Mind save +6 (+2 eff.) Disarm Resist +30% Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 On Hit: * 15% chance to slow global speed by 48% * 15% chance to reduce armor by 27% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Fatigue +5% Mind save +10 (+3 eff.) Life +42.00 Unarmed combat: Weapon Damage 35.5 - 49.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Power +25 (+6 eff.) Ignore Armor +3 defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Physical save +22 (+10 eff.) Spell save +7 (+4 eff.) Mind save +9 (+3 eff.) Life +100.00 Disarm Resist +41% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 29.5 - 41.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +10 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 26 cooldown Effective talent level: 4.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +4 (+2 eff.) Damage +9% lightning +12% nature Ignore resists +15% darkness When Hit 8 darkness defense ------ Defense +2 (+1 eff.) Resistance +6% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +7 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 152.1 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Armor +3 Fatigue +3% Resistance +23% darkness +12% light Physical save +7 (+4 eff.) Mind save +7 (+2 eff.) other ------- Infravision +6 Battle Cry: Puts all charms on 24 cooldown Effective talent level: 2.0 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +32% acid Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Defense +3 (+2 eff.) Resistance +31% acid +15% cold +3% darkness A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +9 Defense +20 (+10 eff.) Fatigue +5% Resistance +9% nature other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 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 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 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. |
![]() 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 +1 Dex +4 Mag +2 Wil +5 Cun offense ------ Ignore resists +10% lightning defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invis +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. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil +4 Cun offense ------ Damage +9% acid +3% cold +6% nature defense ------ Resistance +11% nature +6% acid Mind save +3 (+1 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +3 Mag +2 Con offense ------ Critical power +10.00% Spellpower +5 (+3 eff.) Ignore resists +15% arcane defense ------ Resistance +5% arcane other ------- Mana-on-crit +1.00 Max mana +20.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Cun +2 Wil defense ------ Resistance +9% light +3% darkness Crit Resistance 5.00% Knockbk Resist +20% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +5 Cun +12 Con Sting an enemy dealing 248 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Carl Brutananadilewski the Drem Stone Warden level 26
26th Shortage 122nd year of Ascendancy at 18:48 see stats
By Carl Brutananadilewski the Drem Stone Warden level 8
1st Acquisition 122nd year of Ascendancy at 10:20 see stats
By Carl Brutananadilewski the Drem Stone Warden level 22
7th Shortage 122nd year of Ascendancy at 06:36 see stats
By Carl Brutananadilewski the Drem Stone Warden level 10
7th Profit 122nd year of Ascendancy at 13:31 see stats
By Carl Brutananadilewski the Drem Stone Warden level 20
19th Loss 122nd year of Ascendancy at 07:58 see stats
By Carl Brutananadilewski the Drem Stone Warden level 21
5th Shortage 122nd year of Ascendancy at 01:42 see stats
By Carl Brutananadilewski the Drem Stone Warden level 12
9th Profit 122nd year of Ascendancy at 20:47 see stats
By Carl Brutananadilewski the Drem Stone Warden level 20
24th Loss 122nd year of Ascendancy at 07:20 see stats
By Carl Brutananadilewski the Drem Stone Warden level 22
6th Shortage 122nd year of Ascendancy at 12:43 see stats
By Carl Brutananadilewski the Drem Stone Warden level 15
21st Profit 122nd year of Ascendancy at 09:01 see stats
By Carl Brutananadilewski the Drem Stone Warden level 26
27th Shortage 122nd year of Ascendancy at 06:53 see stats
Log
Black Blood Bleeding from Carl Brutananadilewski hits Bloated ooze for 12 darkness damage.
Melee retaliation hits Shadow for 0 light, 0 cold, 0 mind (0 total damage).
Melee retaliation hits Shadow for 0 light, 0 cold, 0 mind (0 total damage).
Melee retaliation hits Shadow for 8 light, 2 cold, 4 mind (14 total damage).
Black Blood Bleeding from Carl Brutananadilewski hits Shadow for 0 darkness damage.
Xanuminne the brown bear is less vulnerable.
Carl Brutananadilewski casts Rune: Shatter Afflictions.
Carl Brutananadilewski stops being poisoned.
A shield forms around Carl Brutananadilewski.
Carl Brutananadilewski uses Nature's Touch.
Carl Brutananadilewski receives 223 healing.
Xanuminne the brown bear uses Oozebeam.
Your shield crumbles under the damage!
The shield around Carl Brutananadilewski crumbles.
Carl Brutananadilewski is poisoned!
Arathra the brown bear's Eyal's Wrath drains magical energy!
Xanuminne the brown bear hits Carl Brutananadilewski for (84 absorbed), 137 nature (137 total damage).
Arathra the brown bear's Eyal's Wrath hits Carl Brutananadilewski for 57 nature damage.
Shadow casts Fade.
Shadow fades!
Shadow casts Shadow Lightning.
Shadow stops bleeding black blood.
Shadow starts to bleed black blood.
Shadow casts Fade.
Shadow fades!
Shadow hits Carl Brutananadilewski for 12 physical damage.
Shadow hits Carl Brutananadilewski for 119 lightning damage.
Melee retaliation hits Shadow for 0 light, 0 cold, 0 mind (0 total damage).
Black Blood Bleeding from Carl Brutananadilewski hits Shadow for 0 darkness damage.
Carl Brutananadilewski the level 27 drem stone warden was struck to death by a shadow on level 3 of Bearscape.