











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
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 Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 24 / 73% |
Size | medium |
Lifes / Deaths | Killed by Acanlow the Invoker at level 24 on the 70th Regrowth 123rd year of Ascendancy at 10:55 / 1 |
Primary Stats
Strength | 63 (base 49) |
Dexterity | 67 (base 54) |
Constitution | 14 (base 10) |
Magic | 24 (base 10) |
Willpower | 12 (base 10) |
Cunning | 16 (base 11) |
Resources
Life | -504/635 |
Stamina | 93/194 |
Healing Factor | 1.1872895330003 |
Regeneration | 19.835695218359 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +26% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 21.855343200023 |
See Invisible | 21.855343200023 |
Offense: Mainhand
Damage | 117 |
Accuracy | 58 |
Crit Chance | 47% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 58 |
Crit Chance | 42% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Lightning | +3% |
Nature | +6% |
Physical | +21% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Fire | +10% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 24 (38.594633868923%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 30 |
Mental Save | 15 |
Defense: Resistances
Darkness | + 34%( 70%) |
Physical | + 28%( 70%) |
Nature | + 30%( 70%) |
Lightning | + 22%( 70%) |
Arcane | + 21%( 70%) |
Acid | + 29%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 80% |
Confusion Resistance | 20% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
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 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 20 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 708% 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +5.0% Move Speed +10% defense ------ Armor +3 Fatigue -6% Resistance +6% nature +6% darkness Unlife -80.00 life Life +42.00 other ------- Stamina/turn +0.50 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex +4 Mag offense ------ On-Hit (Melee): * 20% chance to slow global speed by 34% defense ------ Resistance +5% arcane Spell save +9 (+5 eff.) Life +43.00 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: offense ------ Physical Crit +4.0% defense ------ Armor +12 Fatigue +3% Resistance +6% lightning Unlife -40.00 life other ------- Stamina/turn +3.00 Infravision +3 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Physical Power +20 (+5 eff.) Accuracy +10 (+3 eff.) defense ------ Armor +5 Resistance +9% acid other ------- Stamina/turn +1.00 Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +3% lightning defense ------ Resistance +10% nature Unlife -80.00 life Knockbk Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +10 Mag offense ------ Damage +21% acid Ignore resists +10% fire When Hit 10 acid defense ------ Resistance +6% acid Spell save +20 (+10 eff.) Life +57.00 Life Regen +11.00 Healmod +15% Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +16% Accuracy +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) Stun Resist +30% Blinding Speed: Puts all charms on 33 turn cooldown Effective talent level: 2.6 Power cost 33 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +9 (+2 eff.) Ignore resists +9% physical Accuracy +13 (+4 eff.) Ignore Armor +6 Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +1 Dex +2 Wil +3 Con offense ------ Physical Crit +4.0% Damage +3% physical defense ------ Physical save +3 (+2 eff.) Mind save +6 (+5 eff.) Life +49.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Critical power +5.00% Damage +6% physical Ignore resists +6% physical Accuracy +6 (+2 eff.) Ignore Armor +6 other ------- Stamina/turn +2.00 Max stamina +20.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Con offense ------ Physical Power +20 (+5 eff.) Ignore resists +5% acid defense ------ Defense +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Power +5 (+1 eff.) Damage +9% mind +12% physical defense ------ Armor +4 Resistance +13% physical +7% all Unlife -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. 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: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 615% 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. Press to compare to your current inscriptions |
![]() 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 97.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +3.0% defense ------ Defense +5 (+1 eff.) Resistance +3% acid +3% temporal Physical save +3 (+2 eff.) Mind save +9 (+7 eff.) Unlife -40.00 life Healmod +13% Cut Resist +50% Heal: Puts all charms on 29 turn cooldown Effective talent level: 1.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 107 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +5% arcane +11% light +11% darkness Blind Resist +20% Poison Resist +20% Disease Resist +10% Confus Resist +10% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Wil +7 Cun Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Physical save +13 (+7 eff.) Spell save +13 (+7 eff.) Mind save +14 (+9 eff.) other ------- Mana/turn +0.24 Max mana +23.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con defense ------ Spell save +12 (+6 eff.) Life +49.00 Life Regen +6.00 Healmod +11% other ------- Max stamina +14.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Mind save +5 (+5 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Mind save +5 (+5 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +7 (+4 eff.) Damage +11% darkness +10% fire Ignore resists +5% temporal defense ------ Resistance +23% fire +22% darkness +6% temporal Rings make your fingers look great! |
![]() 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 4 tidal wave that expands slowly over 7 turns, dealing 8.05 cold and 9.74 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil +5 Cun offense ------ Spellpower +10 (+5 eff.) On-Hit 20 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 9 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 9 defense ------ Stun Resist +30% other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 2.6 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +20% acid +16% fire +15% lightning +15% cold Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex offense ------ Physical Power +7 (+2 eff.) Spellpower +8 (+4 eff.) Mindpower +8 (+7 eff.) Damage +12% arcane Ignore resists +5% arcane Accuracy +20 (+6 eff.) Ignore Armor +9 When Hit 4 arcane defense ------ Defense +10 (+3 eff.) Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Mana/turn +0.11 Max mana +38.00 Talents +1 Command Staff This staff offers 15% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Spellpower/crit +3 Damage +15% darkness other ------- Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Nature/Master Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 nature While equipped: offense ------ Ignore resists +12% physical Accuracy +7 (+2 eff.) Ignore Armor +7 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +8 (+2 eff.) defense ------ Resistance +6% lightning +3% nature +6% light +3% darkness Physical save +6 (+3 eff.) Mind save +3 (+3 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Ignore resists +5% physical Accuracy +7 (+2 eff.) Ignore Armor +6 When Hit 2 temporal One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego] Nature/Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +11 nature While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +28% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Ignore resists +8% physical Accuracy +8 (+3 eff.) Ignore Armor +7 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str 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 +8 acid While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+1 eff.) Disease Resist +20% Disarm Resist +20% Confus Resist +10% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +1 Str +1 Dex +2 Mag +6 Wil +1 Cun +6 Con offense ------ Ignore resists +20% nature defense ------ Life +15.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +4 lightning While equipped: Stats +7 Con +6 Wil offense ------ Damage +3% lightning Ignore resists +10% lightning Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Life +22.00 Disarm Resist +28% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 68.80 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. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con offense ------ Physical Crit +8.0% Physical Power +15 (+4 eff.) Ignore resists +7% physical defense ------ Disarm Resist +12% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego] Nature Weapon Damage 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +8 nature Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +20 arcane While equipped: Stats +4 Cun +2 Mag offense ------ Mind Crit +2% Critical power +15.00% Mindpower +4 (+4 eff.) other ------- Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 28.99 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +3 Mag +3 Cun offense ------ Damage +10% light +12% temporal Ignore resists +15% fire defense ------ Resistance +12% temporal +15% light +12% darkness +14% mind +9% all Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +23 (+14 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +3 Dex +3 Wil +6 Con offense ------ Damage +11% nature On-Hit (Melee): * 10% chance to slow global speed by 34% defense ------ Resistance +11% all Poison Resist +35% Disease Resist +25% other ------- Infravision +2 See Invisibility +24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% acid +5% cold Life +36.00 Life Regen +6.00 Healmod +11% other ------- Breathe water A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% blight +16% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego++] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +14 Defense +3 (+1 eff.) Fatigue +6% Resistance +10% blight +13% darkness Physical save +7 (+4 eff.) other ------- Light +1 A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% lightning +9% cold +6% darkness Ignore resists +5% lightning defense ------ Resistance +3% darkness Life +32.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mind Crit +2% Mindpower +19 (+12 eff.) Damage +6% mind defense ------ Resistance +9% darkness +9% fire Mind save +6 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +17% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Mag +2 Cun +1 Con offense ------ Physical Crit +3.0% defense ------ Defense +1 (+0 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Mag offense ------ Spell Crit +5% Spellpower +15 (+8 eff.) Damage +6% arcane defense ------ Armor +6 Defense +2 (+0 eff.) Resistance +14% cold other ------- Vim-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +3% arcane defense ------ Armor +1 Resistance +6% lightning Crit Resistance 15.00% Stealth +6 Unlife -80.00 life Life +40.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 21 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +5 Con +4 Wil offense ------ Mindpower +5 (+5 eff.) Damage +9% light +12% darkness Ignore resists +10% darkness +7% physical When Hit 10 light defense ------ Armor +3 Resistance +6% light Blindside: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +3 Con offense ------ Accuracy +20 (+6 eff.) Ignore Armor +1 When Hit 2 physical defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +1% physical 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 +2 Cun +2 Dex offense ------ Mind Crit +1% Ignore resists +5% cold defense ------ Armor +3 Fatigue +2% Resistance +9% nature +3% fire Unlife -40.00 life Knockbk Resist +10% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.6 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. 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 [Rare] Master While equipped: Stats +2 Con offense ------ Damage +18% physical +6% fire defense ------ Armor +4 Fatigue +3% Resistance +8% fire +12% mind +8% cold Unlife -40.00 life 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 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 level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 7 arcane 7 darkness Damage +5% arcane +5% darkness defense ------ Armor +2 Fatigue +3% Resistance +4% arcane +6% darkness Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +8 arcane On Hit: 20% Moonlight Ray level 3 On Hit: 10% Manathrust level 3 On Hit: * 7% chance to reduce damage dealt by 8% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane/Nature While equipped: offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +11% physical Shield Power +5% Life Regen +2.10 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +3 (+2 eff.) Damage +4% darkness +4% temporal +4% light +4% physical defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +3 (+3 eff.) Damage +10% acid +10% mind Ignore resists +15% physical defense ------ Defense +2 (+0 eff.) Resistance +15% acid +10% mind +9% lightning other ------- Max stamina +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +2.0% Damage +11% cold Ignore Armor +2 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +16% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Damage +12% light Ignore resists +5% nature defense ------ Defense +2 (+0 eff.) Resistance +18% light +5% arcane Unlife -80.00 life Healmod +10% Confus Resist +10% Stun Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Con offense ------ Damage +3% mind defense ------ Armor +3 Fatigue +3% Resistance +12% acid +6% temporal +9% light +5% arcane 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 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+5 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Mag offense ------ Damage +6% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 9 defense ------ Crit Resistance 15.00% Life +41.00 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Ignore resists +10% physical Accuracy +20 (+6 eff.) defense ------ Armor +2 Defense +5 (+1 eff.) Resistance +3% temporal Mind save +6 (+5 eff.) other ------- Light +3 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +3 Con offense ------ Critical power +10.00% defense ------ Defense +10 (+3 eff.) Resistance +3% fire Physical save +3 (+2 eff.) Mind save +6 (+5 eff.) other ------- Light +3 See Stealth +6 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. |
![]() 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 +1 Str +1 Dex offense ------ Physical Crit +1.0% Accuracy +5 (+2 eff.) When Hit 6 cold defense ------ Resistance +6% light other ------- Stamina/turn +2.00 Light +1 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +12% darkness Ignore resists +10% darkness +12% physical defense ------ Resistance +6% lightning +9% light +3% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 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 166 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 [Ego] Nature Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 47 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Iynarr the Cornac Marauder level 23
64th Regrowth 123rd year of Ascendancy at 23:51 see stats
By Iynarr the Cornac Marauder level 17
60th Haze 122nd year of Ascendancy at 16:14 see stats
By Iynarr the Cornac Marauder level 21
9th Decay 122nd year of Ascendancy at 16:24 see stats
By Iynarr the Cornac Marauder level 10
38th Haze 122nd year of Ascendancy at 08:54 see stats
By Iynarr the Cornac Marauder level 20
6th Decay 122nd year of Ascendancy at 09:02 see stats
By Iynarr the Cornac Marauder level 22
47th Regrowth 123rd year of Ascendancy at 11:04 see stats
By Iynarr the Cornac Marauder level 9
34th Haze 122nd year of Ascendancy at 15:00 see stats
By Iynarr the Cornac Marauder level 9
36th Haze 122nd year of Ascendancy at 00:45 see stats
By Iynarr the Cornac Marauder level 17
61st Haze 122nd year of Ascendancy at 02:08 see stats
Log
Iynarr is recovering from the damage!
Acanlow the Invoker's arcane area effect hits Iynarr for 551 arcane damage.
Acanlow the Invoker casts Manathrust.
Iynarr reacts to damage from Acanlow the Invoker, mitigating the blow!.
Acanlow the Invoker hits Iynarr for (75 reacted , -5 stam), 202 arcane (202 total damage).
Arcane Vortex from Acanlow the Invoker hits Iynarr for 95 arcane damage.
Iynarr uses Infusion: Healing.
Iynarr receives 221 healing from Infusion: Healing.
Iynarr uses Tumble.
Iynarr uses Infusion: Movement.
Iynarr is moving at extreme speed!
Deep Wound from Iynarr hits Acanlow the Invoker for 104 physical damage.
Ran for 3 turns (stop reason: taken damage).
Arcane Vortex from Acanlow the Invoker hits Iynarr for 95 arcane damage.
Iynarr casts Rune: Shatter Afflictions.
Iynarr is free from the arcane vortex.
A shield forms around Iynarr.
Iynarr slows down.
Talent Dual Strike is ready to use.
Acanlow the Invoker loses 50 mana from using a non-Arcane talent!
Your shield crumbles under the damage!
The shield around Iynarr crumbles.
Acanlow the Invoker's arcane area effect hits Iynarr for (20 absorbed), 531 arcane (531 total damage).
Iynarr the level 24 cornac marauder was imploded to death by Acanlow the Invoker on level 1 of Old Forest.
Iynarr no longer revels in blood quite so much.