










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! 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. 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.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 40 / 37% |
Size | medium |
Lifes / Deaths | Killed by Elyldalle the orc soldier at level 40 on the 62nd Haze 122nd year of Ascendancy at 06:27 / 2Killed by Xanyldavena the netherworm mass at level 40 on the 62nd Haze 122nd year of Ascendancy at 07:15 |
Antimagic | Follower |
Primary Stats
Strength | 78 (base 60) |
Dexterity | 18 (base 10) |
Constitution | 79 (base 60) |
Magic | 10 (base 10) |
Willpower | 42 (base 10) |
Cunning | 62 (base 42) |
Resources
Life | -12956/1538 |
Stamina | 235/304 |
Equilibrium | 30 |
Healing Factor | 1.8368020097747 |
Regeneration | 80.693226998133 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 39.823634758517 |
See Invisible | 39.823634758517 |
Offense: Mainhand
Damage | 171 |
Accuracy | 49 |
Crit Chance | 63% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Acid | +36% |
Light | +12% |
Nature | +19% |
Blight | +12% |
Physical | +27% |
Darkness | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Light | +25% |
Physical | +20% |
Blight | +20% |
Arcane | +20% |
Acid | +50% |
All | +10% |
Defense: Base
Armour (hardiness) | 21 (57.155997060385%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 42 |
Mental Save | 45 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 31%( 70%) |
All | + 15%( 70%) |
Darkness | + 15%( 70%) |
Light | + 27%( 70%) |
Physical | + 34%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 24%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 20% |
Poison Resistance | 10% |
Confusion Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -496 life. The duration and life will increase by 1% for every 1% life you have lost (currently 5174 life, 72 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 512 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 712 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by skeleton warrior. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by gigantic corrosive tunneler. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by wretchling. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by armoured skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: offense ------ Physical Crit +10.0% Physical Power +10 (+3 eff.) Ignore resists +15% acid Ignore Armor +13 When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Armor +3 Fatigue -7% Physical save +9 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +31 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +2 Str offense ------ Damage +12% blight Ignore resists +10% all Ignore Armor +22 When Hit 4 physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +10 (+3 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +4 Cun offense ------ Physical Crit +4.0% Critical power +20.00% Damage +12% physical defense ------ Resistance +5% arcane +9% light Confus Resist +20% Heal yourself and all friendly characters within 10 spaces for 416 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +30% acid +15% physical +15% darkness Ignore resists +10% blight When Hit 6 acid defense ------ Resistance +6% blight +15% physical Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +1 Wil +6 Con offense ------ Physical Power +7 (+2 eff.) Damage +13% nature Ignore resists +10% arcane defense ------ Resistance +26% nature Life +56.00 Life Regen +10.00 Healmod +10% other ------- Mana-on-crit +2.00 Max vim +20.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Con offense ------ Critical power +20.00% Physical Power +10 (+3 eff.) Ignore resists +10% physical On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Resistance +11% fire +19% cold Unlife -60.00 life A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Random Unique] Disrupt/Master/Psionic Weapon Damage 171% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +16 darkness Damage Against +17% Living +19% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: defense ------ Armor +2 Poison Resist +10% Cut Resist +20% Confus Resist +20% Massive two-handed battleaxes. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +11% Critical power +9.00% On-Hit 6 nature Damage +6% nature defense ------ Armor +3 Resistance +8% nature Unarmed combat: Weapon Damage 142% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +12.0% Attack Speed 100% On-crit, radius 2 +13 nature On Hit: 10% Venomous Breath 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +6 Wil offense ------ Damage +6% acid Ignore resists +25% acid When Hit 6 acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Mind save +18 (+6 eff.) Life +103.00 Life Regen +15.60 Healmod +32% A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Cun offense ------ Critical power +5.00% Physical Power +15 (+4 eff.) Accuracy +11 (+4 eff.) Ignore Armor +7 defense ------ Defense +2 (+1 eff.) Physical save +18 (+6 eff.) Mind save +21 (+7 eff.) Unlife -100.00 life 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 [Rare] Master While equipped: Stats +5 Dex +6 Cun +5 Con offense ------ Move Speed +10% Damage +12% light Ignore resists +15% lightning +15% light When Hit 6 temporal defense ------ Fatigue -6% Resistance +6% light +30% lightning Life Regen +2.00 other ------- Stamina/turn +0.80 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 543% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. 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 608 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 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 cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 318.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 39% faster, and you are invisible (power 15). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +16% lightning Stun Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Wil +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +13 (+4 eff.) Spell save +14 (+5 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.14 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +15% lightning When Hit 2 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all defense ------ Life +44.00 Life Regen +6.00 Healmod +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life +46.00 Life Regen +6.00 Healmod +11% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +7 (+2 eff.) Damage +9% fire Ignore resists +25% lightning defense ------ Resistance +20% darkness +3% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +5 Dex offense ------ Damage +13% physical On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Resistance +18% cold +13% physical other ------- Light +3 Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +9 (+4 eff.) Damage +20% acid +12% nature +15% mind Ignore resists +25% mind When Hit 8 mind On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Resistance +20% nature other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Weapon Damage 143% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Cun offense ------ Spell Crit +4% Critical power +15.00% Spellpower +16 (+6 eff.) Damage +35% darkness +15% mind Ignore resists +15% temporal defense ------ Mind save +6 (+2 eff.) other ------- Max hate +8.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 136% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 120% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +2 Str +1 Dex +9 Wil +9 Con offense ------ Damage +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +9% darkness Crit Resistance 5.00% Life +21.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Nature Weapon Damage 130% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 lightning On Hit: * 10% chance to reduce all saves and defense by 25 While equipped: Stats +6 Str +10 Dex +7 Mag +7 Wil +7 Cun +7 Con offense ------ Damage +15% mind +3% cold defense ------ Resistance +9% mind +3% lightning Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical 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 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. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Arcane Weapon Damage 141% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 temporal On-crit, radius 2 +12 darkness +20 mind While equipped: offense ------ Damage +6% temporal +9% nature +6% mind Ignore resists +20% temporal When Hit 10 temporal defense ------ Resistance +6% darkness +20% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 161% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +77 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Global Speed +12% Ignore resists +24% fire Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane Weapon Damage 125% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +13% fire Ignore resists +7% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Arcane/Psionic Weapon Damage 143% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +16% cold Ignore resists +17% cold One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +4.0% Attack Speed 100% Phasing +11% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +24% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane/Master Weapon Damage 157% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +17 lightning On Hit: 10% Arcane Vortex 4 While equipped: Stats +4 Mag offense ------ Physical Crit +13.0% Spellpower +11 (+5 eff.) Damage +20% lightning +12% arcane Accuracy +13 (+5 eff.) When Hit 6 darkness defense ------ Resistance +6% blight +5% arcane Spell save +9 (+3 eff.) Life +100.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Fatigue +8% Resistance +6% acid +11% fire +10% lightning +11% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +3 Con offense ------ Damage +5% nature defense ------ Resistance +8% blight +11% all Life +50.00 Life Regen +1.50 Healmod +15% Poison Resist +25% Disease Resist +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +6 Wil offense ------ Damage +13% lightning +13% physical +14% cold defense ------ Resistance +6% blight +9% cold +12% lightning +13% all Life +43.00 Life Regen +4.20 Healmod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T4 light armor [Rare] Master While equipped: Stats +6 Str +4 Con offense ------ Physical Crit +5.0% Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Armor +7 Defense +27 (+9 eff.) Fatigue +8% Resistance +27% cold A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +23% cold +18% light +14% darkness A suit of armour made of leather. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master/Psionic While equipped: Stats +8 Cun +6 Wil defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +24% cold Mind save +16 (+5 eff.) A suit of armour made of mail. |
![]() 12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+1 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Disrupt While equipped: Stats +6 Mag +3 Con offense ------ Ignore Armor +6 defense ------ Armor +11 Fatigue +22% Resistance +16% blight +9% temporal +16% nature Physical save +9 (+3 eff.) other ------- Stamina/turn +3.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Physical Power +20 (+5 eff.) Ignore Armor +1 defense ------ Defense +5 (+2 eff.) Resistance +6% mind Life Regen +0.80 Healmod +13% Cut Resist +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +8 Wil offense ------ Against +22% Summoned defense ------ Resist Against +17% Summoned Mind save +9 (+3 eff.) Life +61.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Ignore Armor +2 When Hit 4 lightning defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +9% lightning +12% cold other ------- Stamina/turn +3.00 Max stamina +20.00 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 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +9% fire defense ------ Armor +10 Defense +8 (+3 eff.) Resistance +15% light +15% fire Stealth +9 Unlife -80.00 life 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] Psionic While equipped: Stats +8 Cun +3 Wil offense ------ When Hit 2 mind defense ------ Armor +1 Physical save +6 (+2 eff.) Spell save +5 (+2 eff.) Mind save +18 (+6 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +3 Life Regen +7.00 Healmod +12% other ------- Stamina/turn +0.60 Max stamina +17.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Life Regen +3.00 Healmod +11% other ------- Stamina/turn +0.40 Max stamina +14.00 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] Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Physical Crit +2.0% Spell Crit +4% Damage +6% blight defense ------ Armor +8 Fatigue +3% Physical save +17 (+5 eff.) Spell save +7 (+2 eff.) Mind save +8 (+2 eff.) 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 +6 Str +2 Dex defense ------ Armor +7 Defense +5 (+2 eff.) Fatigue +3% Resistance +9% acid +9% blight other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Damage +9% lightning defense ------ Armor +7 Resistance +6% acid +24% lightning Mind save +16 (+5 eff.) Unlife -40.00 life Life +64.00 Healmod +20% Stun Resist +20% Unarmed combat: Weapon Damage 128% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Con offense ------ Critical power +10.00% Damage +15% light +12% physical defense ------ Armor +10 Life Regen +4.00 other ------- Stamina/turn +1.00 Max stamina +19.00 Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +5 Con offense ------ Physical Crit +4.0% Physical Power +10 (+3 eff.) Ignore resists +10% acid defense ------ Armor +10 Resistance +9% cold Life Regen +5.00 other ------- Stamina/turn +1.10 Max stamina +47.00 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +13% Critical power +6.00% defense ------ Armor +2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Ignore resists +20% darkness defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +13.00 Infravision +3 See Invis +12 Unarmed combat: Weapon Damage 105% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +6 Str offense ------ Damage +6% physical Accuracy +7 (+3 eff.) When Hit 2 light defense ------ Armor +2 Fatigue +3% Resistance +6% lightning +5% arcane +3% blight Physical save +8 (+2 eff.) Mind save +7 (+2 eff.) Unlife -40.00 life Disarm Resist +22% Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Damage +15% lightning defense ------ Defense +2 (+1 eff.) Resistance +22% lightning +5% arcane Crit Resistance 15.00% Spell save +3 (+1 eff.) Mind save +9 (+3 eff.) Life Regen +4.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +13% nature +12% light When Hit 4 light On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Armor +4 Defense +32 (+11 eff.) Resistance +19% nature A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +9% blight defense ------ Armor +4 Fatigue +3% Resistance +5% arcane +4% physical Spell save +6 (+2 eff.) Life Regen +4.00 other ------- Max mana +20.00 Infravision +3 A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +20% lightning +11% temporal +12% fire Healmod +20% Disarm Resist +20% other ------- Light +2 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 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 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 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 [Ego] Nature While equipped: defense ------ Physical save +7 (+2 eff.) Life +40.00 Healmod +10% 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. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 151.80 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Dex offense ------ Damage +6% nature Ignore resists +25% physical When Hit 8 nature defense ------ Armor +2 Mind save +6 (+2 eff.) other ------- Light +4 See Stealth +12 See Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 21% * 10% chance to reduce armor by 10% defense ------ Resistance +3% darkness +18% acid Life +22.00 other ------- Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +5.0% Damage +30% darkness +9% physical Ignore resists +10% nature +15% blight defense ------ Armor +6 Resistance +11% darkness Affinity +15% darkness other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Life +27.00 other ------- Max stamina +19.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 T2 torque charm [Rare] Psionic While equipped: offense ------ Critical power +15.00% Damage +18% fire defense ------ Resistance +9% acid other ------- Mana/turn +0.20 Vim-on-crit +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 241 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Mindpower +30 (+10 eff.) Damage +15% temporal defense ------ Defense +30 (+10 eff.) Resistance +5% arcane +6% lightning Physical save +9 (+3 eff.) Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +21% physical Accuracy +15 (+5 eff.) When Hit 10 blight 10 physical defense ------ Defense +30 (+10 eff.) other ------- Stamina/turn +3.00 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 20 cooldown 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. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Meatbag the Cornac Berserker level 36
47th Haze 122nd year of Ascendancy at 23:45 see stats
By Meatbag the Cornac Berserker level 20
51st Dusk 122nd year of Ascendancy at 08:11 see stats
By Meatbag the Cornac Berserker level 40
58th Haze 122nd year of Ascendancy at 07:01 see stats
By Meatbag the Cornac Berserker level 25
7th Haze 122nd year of Ascendancy at 00:17 see stats
By Meatbag the Cornac Berserker level 18
16th Dusk 122nd year of Ascendancy at 02:12 see stats
By Meatbag the Cornac Berserker level 39
54th Haze 122nd year of Ascendancy at 18:52 see stats
By Meatbag the Cornac Berserker level 32
38th Haze 122nd year of Ascendancy at 01:11 see stats
By Meatbag the Cornac Berserker level 27
16th Haze 122nd year of Ascendancy at 12:57 see stats
By Meatbag the Cornac Berserker level 23
62nd Dusk 122nd year of Ascendancy at 23:54 see stats
By Meatbag the Cornac Berserker level 26
12nd Haze 122nd year of Ascendancy at 13:54 see stats
By Meatbag the Cornac Berserker level 10
3rd Mirth 122nd year of Ascendancy at 04:28 see stats
By Meatbag the Cornac Berserker level 20
38th Dusk 122nd year of Ascendancy at 21:01 see stats
By Meatbag the Cornac Berserker level 30
23rd Haze 122nd year of Ascendancy at 06:08 see stats
By Meatbag the Cornac Berserker level 40
55th Haze 122nd year of Ascendancy at 07:48 see stats
By Meatbag the Cornac Berserker level 37
50th Haze 122nd year of Ascendancy at 20:37 see stats
By Meatbag the Cornac Berserker level 23
64th Dusk 122nd year of Ascendancy at 05:07 see stats
By Meatbag the Cornac Berserker level 39
54th Haze 122nd year of Ascendancy at 20:41 see stats
By Meatbag the Cornac Berserker level 11
9th Mirth 122nd year of Ascendancy at 01:22 see stats
By Meatbag the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 19:04 see stats
By Meatbag the Cornac Berserker level 15
5th Flare 122nd year of Ascendancy at 18:30 see stats
By Meatbag the Cornac Berserker level 24
64th Dusk 122nd year of Ascendancy at 11:14 see stats
By Meatbag the Cornac Berserker level 18
35th Dusk 122nd year of Ascendancy at 17:59 see stats
By Meatbag the Cornac Berserker level 40
62nd Haze 122nd year of Ascendancy at 06:27 see stats
By Meatbag the Cornac Berserker level 36
45th Haze 122nd year of Ascendancy at 18:05 see stats
Log
Resting starts...
Meatbag stops regenerating health quickly.
Meatbag is free from the acid.
Talent Infusion: Wild is ready to use.
Talent Stunning Blow is ready to use.
Talent Shattering Blow is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Vitality is ready to use.
Meatbag is no longer attuned.
Meatbag no longer revels in blood quite so much.
Meatbag activates Berserker Rage.
Meatbag activates Daunting Presence.
Talent Perfect Strike is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Message from DarkGod:
Thou wished for pain? Thou shall receive PAIN!
Fight proundly mighty player! And die.
Xanyldavena the netherworm mass deactivates Hymn of Perseverance.
Xanyldavena the netherworm mass deactivates Hymn of Shadows.
Meatbag uses Death Dance.
Meatbag misses Xanyldavena the netherworm mass.
Meatbag misses Xelle the bloated horror.
Meatbag misses Isivea the nightmare horror.
Xanyldavena the netherworm mass casts Searing Light.
Xanyldavena the netherworm mass's spell attains critical power!
Meatbag is recovering from the damage!
Meatbag attunes to the damage.
Xanyldavena the netherworm mass leeches life from Meatbag!
Xanyldavena the netherworm mass hits Meatbag for (36 antimagic), 14495 light (14495 total damage).
Xanyldavena the netherworm mass receives 2140 healing from Meatbag.
Meatbag the level 40 cornac berserker was purified to death by Xanyldavena the netherworm mass on level 1 of Vor Armoury.