













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 25 / 7% |
Size | big |
Lifes / Deaths | Killed by Zubalrawyn the polar bear at level 11 on the 24th Dusk 122nd year of Ascendancy at 15:38 1 / 5Killed by Polurin the large brown snake at level 16 on the 39th Dusk 122nd year of Ascendancy at 16:25 Killed by Belunne the treant at level 18 on the 52nd Dusk 122nd year of Ascendancy at 08:57 Killed by Belulaith the thief at level 24 on the 59th Dusk 122nd year of Ascendancy at 14:55 Killed by slimy ooze at level 24 on the 66th Dusk 122nd year of Ascendancy at 03:38 |
Primary Stats
Strength | 130 (base 55) |
Dexterity | 47 (base 34) |
Constitution | 24 (base 10) |
Magic | 11 (base 10) |
Willpower | 40 (base 25) |
Cunning | 16 (base 10) |
Resources
Life | 765/765 |
Hate | 93/100 |
Healing Factor | 1.4138586914682 |
Regeneration | 16.612839624751 |
Speed
Mental | -5.5511151231258E-14% |
Attack | -5.5511151231258E-14% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 195 |
Accuracy | 53 |
Crit Chance | 23% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.6666666666667 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +37% |
Mind | +9% |
Nature | +18% |
Physical | +6% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Nature | +25% |
Cold | +10% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 38.08934837382 (81.151787968034%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 29 |
Mental Save | 27 |
Defense: Resistances
Acid | + 18%( 70%) |
Lightning | + 30%( 70%) |
Light | + 39%( 70%) |
Darkness | + 4%( 70%) |
Blight | + 13%( 70%) |
Physical | + 10%( 70%) |
Fire | + 29%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 64% |
Bleed Resistance | 40% |
Confusion Resistance | 41% |
Fear Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 706 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 300 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% 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 Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Repel |
talent | Gloom |
talent | Stalk |
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 failed to protect the injured seer from death by giant black ant. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bloated horror heart. * You've found the needed xorn fragment. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +5 Dex +8 Lck offense ------ Ignore resists +10% light defense ------ Armor +3 Crit Resistance 15.00% Stealth +9 other ------- Light +2 Infravision +3 See Invis +6 Curse of Corpses A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +3 Wil offense ------ Physical Power +7 (+2 eff.) Damage +15% light defense ------ Armor +3 Fatigue +5% Resistance +3% lightning +6% physical Crit Resistance 15.00% Physical save +6 (+2 eff.) Mind save +3 (+2 eff.) Life Regen +2.00 Disease Resist +20% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Dex +1 Mag +3 Wil offense ------ Damage +3% light other ------- See Invis +6 Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 37. 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +12% lightning +9% light defense ------ Defense +10 (+3 eff.) Fatigue -6% Resistance +24% lightning +9% acid Life Regen +2.00 Stun Resist +23% Knockbk Resist +20% other ------- Encumbrance +25 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +5 Con offense ------ Physical Power +8 (+2 eff.) Damage +13% fire defense ------ Resistance +3% blight +26% fire +6% light Crit Resistance 15.00% Life +65.00 Life Regen +7.00 Healmod +13% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: offense ------ Mindpower +20 (+7 eff.) Damage +9% mind Ignore resists +10% nature defense ------ Armor +2 Resistance +6% acid +6% blight Physical save +9 (+3 eff.) Curse of Madness A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Curse of Madness Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +8 (+3 eff.) Damage +15% nature Ignore resists +15% nature defense ------ Armor +4 Defense +3 (+1 eff.) Spell save +8 (+4 eff.) Life +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Shrouds Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Ego++] Master While equipped: Stats +3 Str +2 Con defense ------ Armor +13 Fatigue +17% Physical save +6 (+2 eff.) Life +30.00 Curse of Madness A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +20 (+5 eff.) Damage +3% lightning +6% physical Ignore resists +10% cold defense ------ Armor +2 Defense +11 (+4 eff.) Life +30.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Lck offense ------ Damage +3% nature Accuracy +9 (+3 eff.) When Hit 2 physical defense ------ Defense +7 (+2 eff.) Physical save +13 (+5 eff.) Spell save +12 (+6 eff.) Mind save +11 (+6 eff.) Resist unseen 11% Healmod +10% Cut Resist +40% other ------- Max stamina +30.00 Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 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 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -767 life. The duration and life will increase by 1% for every 1% life you have lost (currently 767 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 609% 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 590 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil defense ------ Resistance +2% physical +6% nature +3% darkness Spell save +3 (+2 eff.) Mind save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Con defense ------ Armor +12 Spell save +13 (+7 eff.) Life Regen +4.00 Blind Resist +27% Silence Resist +24% other ------- Mana/turn +0.12 Max stamina +16.00 Infravision +4 See Stealth +7 See Invis +9 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% fire defense ------ Resistance +9% lightning +24% fire +9% darkness Crit Resistance 10.00% Healmod +10% Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +3 Con offense ------ On-Hit 10 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 29 defense ------ Physical save +6 (+2 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Mind save +8 (+4 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% lightning +12% light defense ------ Defense +8 (+3 eff.) Resistance +12% lightning +12% acid +6% nature +5% arcane other ------- Light +3 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 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 6 that illuminates the area and deals 40.78 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 [Rare] Master Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Hit: * 10 arcane resource burn While equipped: offense ------ Damage +3% light Ignore resists +15% light Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Curse of Corpses Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Disrupt/Psionic Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 darkness Damage Against +9% Living While equipped: defense ------ Resistance +12% acid +14% lightning +13% cold +13% fire +5% all Spell save +10 (+5 eff.) Curse of Corpses Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature On-crit, radius 2 +9 lightning +20 cold While equipped: offense ------ Move Speed +35% Ignore resists +9% lightning +9% cold Curse of Shrouds Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +9 light Damage Against +14% Undead While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +10 (+3 eff.) Disarm Resist +46% Curse of Shrouds Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +10 nature +4 mind On-crit, radius 2 +12 lightning While equipped: offense ------ Mind Crit +1% defense ------ Resistance +9% fire Curse of Corpses Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +7 blight +4 darkness On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Str offense ------ Damage +9% physical Accuracy +7 (+3 eff.) defense ------ Armor +6 Resistance +6% temporal Curse of Corpses Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +8 cold While equipped: offense ------ Damage +3% lightning +6% cold When Hit 2 cold defense ------ Resistance +12% cold Curse of Shrouds Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Psionic Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Curse of Misfortune Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Ignore Shields +12% On-hit +7 blight On Hit: 20% Epidemic level 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +9% cold Ignore resists +9% cold defense ------ Crit Resistance 15.00% Mind save +3 (+2 eff.) Life Regen +4.00 Disease Resist +14% Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Critical power +15.00% Damage +9% darkness Accuracy +25 (+8 eff.) Ignore Armor +6 defense ------ Physical save +15 (+5 eff.) Unlife -40.00 life Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Disrupt Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 8% chance to slow global speed by 56% Curse of Corpses Sharp, long, and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 24.0 - 31.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Curse of Shrouds Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 5.0 - 5.5 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% While equipped: offense ------ Mind Crit +6% Mindpower +4 (+2 eff.) Global Speed +3% On-Hit 5 fire Damage +7% fire Ignore resists +7% fire defense ------ Resistance +4% fire other ------- Hate-on-crit +2.00 Psi-on-crit +3.00 Talents +1 Attune Mindstar Curse of Shrouds 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. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Str offense ------ Physical Power +11 (+3 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego+] Master Weapon Damage 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +16.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 29.5 - 41.3 Physical Uses 150% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block Curse of Shrouds The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+3 eff.) Ranged Defense +8 (+3 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Master When used to Attack: Weapon Damage 32.0 - 38.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +76 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +12% physical other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Nature When used to Attack: Weapon Damage 30.0 - 36.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +80 While equipped: offense ------ On-Hit 5 cold When Hit 4 ice defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% acid Curse of Corpses A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature/Psionic While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% mind Mind save +15 (+8 eff.) Life Regen +2.50 other ------- Stamina/turn +0.80 Curse of Misfortune A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +1 Mag offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Resistance +6% lightning +6% temporal other ------- Light +3 Infravision +1 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Disrupt While equipped: defense ------ Resistance +6% acid +5% blight Curse of Corpses A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Dex offense ------ Physical Power +5 (+2 eff.) Accuracy +10 (+4 eff.) defense ------ Resistance +5% arcane Spell save +9 (+5 eff.) Life +100.00 Teleport Resist +20% other ------- Size +1 Curse of Madness A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +9% light When Hit 4 lightning defense ------ Resistance +12% lightning +9% cold +9% light Mind save +8 (+4 eff.) Life +54.00 Curse of Misfortune A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Cun +2 Con offense ------ Mind Crit +4% Mindpower +10 (+4 eff.) Ignore Armor +1 defense ------ Defense +1 (+0 eff.) other ------- Max psi +20.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +8 (+3 eff.) Physical save +5 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+2 eff.) other ------- Encumbrance +21 Curse of Madness A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Curse of Madness Boost speed by 28% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Str +4 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% physical defense ------ Armor +7 Fatigue +2% Resistance +3% darkness other ------- Size +1 Curse of Nightmares 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: offense ------ Damage +18% fire When Hit 10 mind 4 fire defense ------ Armor +4 Fatigue -3% Crit Resistance 10.00% Physical save +11 (+4 eff.) other ------- Encumbrance +34 Light +3 Infravision +3 Curse of Madness 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 +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 63.10 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature +3% acid defense ------ Armor +1 Resistance +5% nature +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 203.81 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +9% mind +15% physical defense ------ Armor +4 Defense +32 (+11 eff.) Resistance +15% physical other ------- Max stamina +30.00 Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +20% light +15% fire defense ------ Armor +3 Fatigue +3% Resistance +18% light Physical save +17 (+6 eff.) other ------- Light +3 Curse of Nightmares A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +1 Str offense ------ Critical power +15.00% Damage +3% physical When Hit 2 light defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +5% Resistance +5% nature +6% blight Unlife -20.00 life Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Physical save +10 (+4 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Str +6 Dex defense ------ Armor +4 Fatigue +4% Curse of Madness Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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 521.8 Physical damage. If the attack hits, the target is confused (38% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +5 Dex defense ------ Armor +6 Fatigue +4% other ------- Infravision +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +4 Fatigue +4% Physical save +10 (+4 eff.) Curse of Corpses 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 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 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 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 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 +4 Wil offense ------ Damage +6% mind +6% fire defense ------ Resistance +3% lightning +3% cold +6% mind +3% nature 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 [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Wil offense ------ Damage +6% mind Ignore resists +5% mind defense ------ Resistance +6% mind Life +48.00 other ------- EQ when Hit +0.20 Hate-on-crit +1.00 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 egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 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 [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% 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 +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% mind +6% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 other ------- Stamina/turn +1.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% fire defense ------ Resistance +3% blight +6% fire Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 10% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Str offense ------ Physical Power +20 (+5 eff.) Accuracy +20 (+7 eff.) Ignore Armor +5 other ------- Stamina/turn +2.00 Max stamina +20.00 Blast the opponent's mind dealing 300 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Viktor the Cornac Cursed level 20
54th Dusk 122nd year of Ascendancy at 07:41 see stats
By Viktor the Cornac Cursed level 9
3rd Summertide 122nd year of Ascendancy at 04:48 see stats
By Viktor the Cornac Cursed level 21
54th Dusk 122nd year of Ascendancy at 16:17 see stats
By Viktor the Cornac Cursed level 10
9th Flare 122nd year of Ascendancy at 12:29 see stats
By Viktor the Cornac Cursed level 20
53rd Dusk 122nd year of Ascendancy at 09:26 see stats
By Viktor the Cornac Cursed level 21
54th Dusk 122nd year of Ascendancy at 19:03 see stats
By Viktor the Cornac Cursed level 9
2nd Mirth 122nd year of Ascendancy at 04:31 see stats
By Viktor the Cornac Cursed level 9
3rd Mirth 122nd year of Ascendancy at 21:34 see stats
By Viktor the Cornac Cursed level 19
53rd Dusk 122nd year of Ascendancy at 09:05 see stats
By Viktor the Cornac Cursed level 23
59th Dusk 122nd year of Ascendancy at 10:51 see stats
By Viktor the Cornac Cursed level 17
42nd Dusk 122nd year of Ascendancy at 04:10 see stats
Log
Viktor picks up ( .): emerald.
You pickup 0.56 gold pieces.
Viktor picks up (N.): hardened leather belt 'Dayknave' (Misfortune).
Viktor picks up ( .): dwarven-steel torque of mindblast 'Eleniblek' [power 275] (15 cooldown).
Xanidanne the carrion worm mass's blight area effect hits Viktor for (29 rampage shugs off), 0 blight (0 total damage).
Viktor has shrugged off 29 damage and is ready for more.
Viktor's armour is more intact.
Viktor receives 9 healing from Unnatural Body.
Xanidanne the carrion worm mass's blight area effect hits Viktor for (29 rampage shugs off), 0 blight (0 total damage).
Viktor has shrugged off 29 damage and is ready for more.
Viktor picks up (n.): Aerowyn the Dayreeve (Misfortune) (15-18 power, 3 apr, lightning element).
You pickup 0.43 gold pieces.
The unstable sand tunnel collapses!
Resting starts...
The unstable sand tunnel collapses!
Viktor is no longer rampaging.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Rested for 3 turns (stop reason: all resources and life at maximum).
Viktor picks up (2.): bladed dwarven-steel helm of dexterity (+4) (Madness) (0 def, 4 armour).