










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Doomelf |
Class | Doombringer |
Level / Exp | 45 / 20% |
Size | big |
Lifes / Deaths | Killed by Glorelaith the corrupted mastocytic feeder at level 31 on the 11st Pyre 123rd year of Ascendancy at 19:55 2 / 6Killed by orc corruptor at level 43 on the 61st Dusk 123rd year of Ascendancy at 16:57 Killed by Yaner at level 44 on the 65th Dusk 123rd year of Ascendancy at 21:40 Killed by Nerodathra the blinkwyrm at level 44 on the 1st Haze 123rd year of Ascendancy at 06:55 Killed by Vorewen the blinkwyrm at level 45 on the 1st Haze 123rd year of Ascendancy at 23:47 Killed by Yaner at level 45 on the 1st Haze 123rd year of Ascendancy at 23:54 |
Primary Stats
Strength | 76 (base 60) |
Dexterity | 27 (base 10) |
Constitution | 47 (base 30) |
Magic | 90 (base 60) |
Willpower | 14 (base 10) |
Cunning | 56 (base 34) |
Resources
Life | 1303/1303 |
Stamina | 294/294 |
Vim | 316/316 |
Healing Factor | 1.3923364354648 |
Regeneration | 15.524551255433 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 224 |
Accuracy | 63 |
Crit Chance | 46% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Temporal | +11% |
Fire | +23% |
All | +2% |
Offense: Damage Penetration
Physical | +69% |
Fire | +34% |
Arcane | +59% |
Mind | +49% |
All | +24% |
Defense: Base
Armour (hardiness) | 52.08934837382 (81.151787968034%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 27 |
Physical Save | 47 |
Spell Save | 45 |
Mental Save | 46 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 24%( 70%) |
Physical | + 24%( 70%) |
Cold | + 39%( 70%) |
All | + 13%( 70%) |
Darkness | + 23%( 70%) |
Lightning | + 38%( 70%) |
Mind | + 20%( 70%) |
Fire | + 47%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Disarm Resistance | 29% |
Instadeath Resistance | 100% |
Confusion Resistance | 36% |
Silence Resistance | 38% |
Stun Resistance | 66% |
Poison Resistance | 20% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 10 turns. While Heroism is active, you will only die when reaching -775 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 775 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning 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 606 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 550 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.64 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.64 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 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. They asked about the staff. | 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by lesser vampire. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 909. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats Cun +4 offense ------ Mind Crit +2% Ignore resists +25% mind defense ------ Armor +4 Fatigue +3% Resistance +15% nature Mind save +12 (+4 eff.) Silence Resist +38% Confus Resist +26% Stun Resist +35% other ------- Psi when Hit +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Ego++] Master/Psionic While equipped: offense ------ Ignore resists +10% all Ignore Armor +10 defense ------ Defense +9 (+3 eff.) Physical save +16 (+5 eff.) Spell save +18 (+6 eff.) Mind save +14 (+5 eff.) other ------- Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats Str +9, Dex +8, Cun +13 Con +10 offense ------ Ignore resists +10% physical defense ------ Armor +5 Defense +10 (+4 eff.) Fatigue +5% Resistance +15% lightning, +9% mind Mind save +6 (+2 eff.) other ------- Max stamina +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats Mag +5 offense ------ Ignore resists +20% arcane When Hit 10 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 15% other ------- Vim-on-crit +2.00 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 turn cooldown 100% to increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats Str +5, Wil +2, Cun +3, Con +2 offense ------ Critical power +20.00% defense ------ Armor +10 Resistance +12% darkness Unlife -80.00 life Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +20.00% Physical Power +10 (+2 eff.) Damage +21% fire Ignore resists +10% fire, +15% physical When Hit 6 acid defense ------ Resistance +30% fire Physical save +9 (+3 eff.) Unlife -80.00 life Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Str +4, Dex +2, Cun +2, Con +4 offense ------ Physical Crit +2.0% Physical Power +22 (+4 eff.) defense ------ Defense +30 (+10 eff.) Physical save +13 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 180% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +14 light Damage Against +26% Undead On-Hit, radius 1 +8 mind On Critical: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Mag +2 offense ------ Physical Crit +13.0% Physical Power +14 (+3 eff.) Damage +10% blight Ignore resists +15% arcane, +14% all Accuracy +33 (+8 eff.) Ignore Armor +19 When Hit 4 mind defense ------ Spell save +3 (+1 eff.) Massive two-handed mauls. It was corrupted by the digestive sack. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Ignore resists +20% physical Accuracy +15 (+4 eff.) defense ------ Armor +6 Fatigue +3% Resistance +24% cold Mind save +9 (+3 eff.) Unlife -40.00 life Life +59.00 Poison Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 Encumbrance T5 massive armor [Ego+] Nature While equipped: defense ------ Armor +16 Fatigue +22% Resistance +11% acid, +8% physical +9% fire, +14% lightning +6% cold Life Regen +2.90 Disarm Resist +29% Stun Resist +31% Knockbk Resist +30% other ------- Stamina/turn +1.50 Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature While equipped: offense ------ Accuracy +20 (+5 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +13% nature, +13% blight Life +55.00 Life Regen +4.00 Healmod +13% other ------- Max stamina +22.00 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 T4 amulet jewelry [Rare] Master While equipped: offense ------ Damage +9% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% physical Spell save +18 (+6 eff.) Unlife -80.00 life Life +80.00 Life Regen +4.00 other ------- Masteries +0.34 Technique/Combat veteran +0.34 Corruption/Brutality Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 862% 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. 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: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% 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. 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 cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. 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: 12 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 281.72 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 205.22 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 253.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 279.68 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 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 31% all resistance, you move 38% faster, and you are invisible (power 26). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light, +8% darkness Ignore resists +15% light, +15% darkness defense ------ Resistance +10% light, +10% darkness Max Resistance +5% light, +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.0 Power cost 30 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 16 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (158). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats Mag +2 offense ------ Spellpower/crit +2 defense ------ Fatigue -5% Life Regen +1.00 other ------- Mana/turn +0.13 Max mana +21.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.18 Corruption/Heart of Fire +0.18 Corruption/Fearfire Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats Str +5, Dex +5, Cun +5, Con +5 offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats Cun +3, Mag +11 offense ------ Critical power +5.00% Spellpower +10 (+3 eff.) Spellpower/crit +4 defense ------ Spell save +8 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max psi +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats Str +3, Dex +3, Con +3 offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Str +1, Wil +2, Cun +2 defense ------ Life Regen +2.00 Stun Resist +21% other ------- Infravision +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats Mag +5, Wil +4 offense ------ Spellpower +12 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats Str +5, Cun +3, Con +6 offense ------ Physical Power +7 (+1 eff.) On-Hit 19 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 18 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 18 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats Mag +6, Wil +7 offense ------ Critical power +10.00% Spellpower +10 (+3 eff.) Damage +6% arcane, +18% darkness defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max vim +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+2 eff.) defense ------ Life +58.00 Life Regen +16.00 Healmod +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +2 defense ------ Armor +4 Blind Resist +21% other ------- Infravision +4 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 180% Range: 1.0x-1.5x Uses 50% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats Dex +2, Con +2 offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+2 eff.) Stun Resist +30% Knockbk Resist +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane/Psionic Weapon Damage 170% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Weapon Damage 144% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats Cun +6, Wil +6 offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 50% Mag, 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane/Master Weapon Damage 162% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt Weapon Damage 138% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Against +25% 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% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Sharp, short and deadly. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 193% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 physical On-crit, radius 2 +66 fire On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +5 (+1 eff.) Global Speed +15% Ignore resists +21% fire Ignore Armor +1 Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Rare] Arcane Weapon Damage 172% Range: 1.0x-1.6x Uses 50% Mag, 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% Ignore Shields +30% On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: Stats Mag +2 offense ------ Critical power +10.00% defense ------ Armor +10 Resistance +4% physical other ------- Infravision +3 See Invisibility +12 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature Weapon Damage 174% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +111 fire While equipped: offense ------ Global Speed +10% Ignore resists +23% fire Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Master/Psionic Weapon Damage 160% Range: 1.0x-1.6x Uses 50% Mag, 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-hit +24 darkness Damage Against +20% Living On Critical: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +14 (+3 eff.) Massive two-handed swords. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +32 lightning, +20 light On-Hit, radius 1 +20 mind On-crit, radius 2 +16 cold While equipped: offense ------ Damage +24% lightning, +9% light Ignore resists +25% cold defense ------ Resistance +6% mind Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Rare] Psionic Weapon Damage 152% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +24 mind, +35 item expose On Hit: * 35% chance to reduce all saves and defense by 18 While equipped: Stats Cun +7, Wil +7 defense ------ Armor +8 Physical save +9 (+3 eff.) Spell save +18 (+6 eff.) Mind save +15 (+5 eff.) Healmod +20% Knockbk Resist +20% other ------- Infravision +3 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Nature Weapon Damage 158% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +45 acid, +45 nature While equipped: Stats Str +5 offense ------ Ignore resists +25% acid, +21% nature Ignore Armor +11 When Hit 6 blight, 10 temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Resistance +6% blight Crit Resistance 15.00% other ------- Light +2 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Weapon Damage 106% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life +26.00 Life Regen +1.30 other ------- Hate/kill +4.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 58.96 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +5, Dex +4, Mag +3, Wil +1 Cun +5, Con +6 offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) On-Hit 13 lightning Damage +12% lightning, +6% nature Ignore resists +11% lightning defense ------ Resistance +15% lightning, +5% blight Disease Resist +21% other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 5 lightning, 7 physical 5 fire, 5 acid, 6 cold Damage +9% lightning, +9% cold +9% physical defense ------ Defense +26 (+9 eff.) Resistance +6% lightning, +7% physical +6% cold, +6% fire, +6% acid Pinning Resist +28% other ------- Talents +1 Attune Mindstar 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 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Arcane/Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +17 acid On-crit, radius 2 +24 lightning, +22 cold While equipped: offense ------ Move Speed +27% Damage +13% acid Ignore resists +13% lightning, +18% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +3, Cun +2, Con +2 offense ------ Spell Crit +5% Critical power +14.00% Spellpower +15 (+4 eff.) Damage +30% fire defense ------ Armor +9 Defense +11 (+4 eff.) other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +43.00 Max negative +36.00 Wards +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% lightning defense ------ Armor +9 Defense +6 (+2 eff.) other ------- Wards +3 lightning Talents +3 Ward +1 Command Staff On Spell Hit: 10% Epidemic level 3 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +16.00% Spellpower +24 (+6 eff.) On-Hit 23 fire Damage +20% lightning other ------- Mana/turn +0.25 See Invisibility +10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +8% Physical Power +9 (+2 eff.) Spellpower +24 (+6 eff.) Damage +30% cold Accuracy +10 (+3 eff.) defense ------ Resistance +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 146% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +29 (+8 eff.) Damage +37% darkness other ------- Mana/turn +0.34 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Nature Weapon Damage 149% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +13 temporal On-crit, radius 2 +27 lightning, +39 cold While equipped: offense ------ Move Speed +21% Ignore resists +5% lightning, +13% cold defense ------ Resistance +15% temporal One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +27 lightning, +42 cold While equipped: offense ------ Move Speed +43% Ignore resists +14% lightning, +13% cold +9% all Accuracy +21 (+5 eff.) Ignore Armor +10 One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Nature Weapon Damage 138% Range: 1.0x-1.4x Uses 50% Mag, 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 +10 nature +20 item temporal energize On-crit, radius 2 +22 acid, +40 fire, +25 nature +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats Wil +2 offense ------ Global Speed +2% Ignore resists +13% acid, +9% fire +11% nature Ignore Armor +8 defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- See Invisibility +9 One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Psionic Weapon Damage 137% Range: 1.0x-1.4x Uses 50% Mag, 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 One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Str +5, Dex +4, Cun +5, Con +2 Lck +5 offense ------ Damage +6% lightning defense ------ Armor +2 Resistance +6% lightning Stealth +7 Unlife -80.00 life other ------- Disarm Traps +10 Stamina/turn +1.00 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats Mag +4 offense ------ Damage +3% acid, +3% temporal Ignore resists +5% acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 38% defense ------ Resistance +6% mind other ------- Mana/turn +0.10 Max mana +22.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats Mag +3, Wil +3 offense ------ Damage +15% fire Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +2 (+1 eff.) Resistance +12% nature, +9% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 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 [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +10% fire, +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +14 (+4 eff.) Damage +8% all defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats Cun +3 offense ------ Spell Crit +7% Spellpower +7 (+2 eff.) Damage +10% light, +18% darkness defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats Cun +1 offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +22% blight, +6% light +15% darkness defense ------ Resistance +22% blight, +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats Str +5, Mag +6, Wil +8 offense ------ Damage +15% lightning, +13% physical +13% cold defense ------ Resistance +10% lightning, +8% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 48% (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 T3 feet armor [Rare] Master While equipped: Stats Str +5, Dex +2 offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Damage +12% physical Ignore resists +10% light, +8% physical defense ------ Armor +4 Fatigue +3% other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats Cun +4 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 Encumbrance T5 feet armor [Normal] While equipped: defense ------ Armor +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats Dex +9, Mag +4, Wil +3 Cun +10 offense ------ Spell Crit +4% On-Hit 12 blight Damage +10% blight Ignore Shields +20% Accuracy +8 (+2 eff.) Ignore Armor +12 When Hit 2 blight defense ------ Armor +3 Fatigue +5% Resistance +7% blight, +6% lightning +9% darkness, +10% light other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats Str +5, Wil +5, Con +5, Lck -4 offense ------ Damage +10% physical, +10% fire defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 151.97 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Con +3 defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Mag +6, Wil +4, Cun +6 defense ------ Armor +4 Fatigue +4% Resistance +6% acid, +15% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Arcane/Master While equipped: Stats Dex +6 defense ------ Armor +5 Fatigue +5% Resistance +8% blight, +30% darkness Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) other ------- Infravision +5 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 16 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T4 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% mind, +9% fire Ignore resists +5% mind When Hit 4 fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 18 defense ------ Armor +23 Defense +4 (+2 eff.) Fatigue +12% Resistance +12% fire Life +110.00 Life Regen +17.00 Healmod +29% A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Rare] Master While equipped: Stats Cun +3 offense ------ Mind Crit +4% Damage +12% temporal Ignore resists +15% mind, +20% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +21% lightning, +29% cold Mind save +18 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Psionic While equipped: Stats Cun +6, Wil +4 defense ------ Armor +18 Defense +16 (+6 eff.) Fatigue +12% Mind save +29 (+10 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Master/Psionic While equipped: Stats Cun +4 defense ------ Armor +24 Defense +17 (+6 eff.) Fatigue +12% Resistance +9% acid, +6% physical +9% cold, +9% lightning +9% fire Mind save +17 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego] Master While equipped: defense ------ Armor +23 Defense +5 (+2 eff.) Fatigue +12% Resistance +8% physical Physical save +19 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +25% acid, +25% darkness When Hit 8 acid On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +27% acid, +9% lightning Life +80.00 Life Regen +9.00 Healmod +20% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +9 (+2 eff.) defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats Con +5 defense ------ Armor +20 Defense +10 (+4 eff.) Fatigue +24% Resistance -15% acid, +15% physical Crit Avoidance 20% Physical save +15 (+5 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 Encumbrance T4 massive armor [Ego] Disrupt/Master While equipped: defense ------ Armor +13 Fatigue +22% Resistance +19% acid, +13% nature +13% blight A suit of armour made of metal plates. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats Wil +5, Mag +5 offense ------ Damage +15% cold, +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+4 eff.) Resistance +30% blight, -10% fire +30% darkness, -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Dex +5 offense ------ When Hit 3 lightning defense ------ Armor +8 Fatigue +8% Resistance +13% lightning, +13% physical other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Cun +9, Mag +7 offense ------ On-Hit 17 lightning Damage +20% light, +16% darkness When Hit 17 lightning defense ------ Armor +10 Fatigue +8% Resistance +14% light, +13% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego++] Master/Psionic Weapon Damage 170% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +26 Critical Rate +14.0% Capacity 19 Projectile Speed +200% On-ranged-hit +53 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 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 T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning 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 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Defense +15 (+5 eff.) Resistance +9% acid, +7% fire +7% darkness, +6% nature other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance 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 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. |
![]() 0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats Con +15 Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats Con +15 Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 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 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4, Lck -5 offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 29.12 cold damage and 29.12 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 166.37 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 166.37 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +12% fire On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% blight, +3% cold Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego+] Nature/Master While equipped: offense ------ Ignore resists +6% all Ignore Armor +6 defense ------ Life +43.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 192.57 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire 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 T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T3 totem charm [Rare] Nature While equipped: Stats Str +5, Wil +2, Cun +2 offense ------ Physical Crit +4.0% Damage +6% nature, +6% physical other ------- Psi when Hit +0.16 Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +3% nature, +6% light Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 44% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% nature other ------- Light +3 Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold 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 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. |
![]() 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. |
Achievements
By Yaner the Doomelf Doombringer level 34
77th Pyre 123rd year of Ascendancy at 07:18 see stats
By Yaner the Doomelf Doombringer level 34
74th Pyre 123rd year of Ascendancy at 20:03 see stats
By Yaner the Doomelf Doombringer level 26
60th Regrowth 123rd year of Ascendancy at 07:58 see stats
By Yaner the Doomelf Doombringer level 39
22nd Dusk 123rd year of Ascendancy at 02:05 see stats
By Yaner the Doomelf Doombringer level 39
42nd Dusk 123rd year of Ascendancy at 04:33 see stats
By Yaner the Doomelf Doombringer level 38
18th Dusk 123rd year of Ascendancy at 10:25 see stats
By Yaner the Doomelf Doombringer level 28
80th Regrowth 123rd year of Ascendancy at 11:50 see stats
By Yaner the Doomelf Doombringer level 35
3rd Summertide 123rd year of Ascendancy at 00:10 see stats
By Yaner the Doomelf Doombringer level 9
73rd Dusk 122nd year of Ascendancy at 20:02 see stats
By Yaner the Doomelf Doombringer level 42
47th Dusk 123rd year of Ascendancy at 21:24 see stats
By Yaner the Doomelf Doombringer level 37
14th Dusk 123rd year of Ascendancy at 22:33 see stats
By Yaner the Doomelf Doombringer level 35
7th Flare 123rd year of Ascendancy at 10:56 see stats
By Yaner the Doomelf Doombringer level 35
7th Flare 123rd year of Ascendancy at 03:14 see stats
By Yaner the Doomelf Doombringer level 23
6th Regrowth 123rd year of Ascendancy at 22:34 see stats
By Yaner the Doomelf Doombringer level 19
74th Haze 122nd year of Ascendancy at 10:34 see stats
By Yaner the Doomelf Doombringer level 31
9th Pyre 123rd year of Ascendancy at 01:09 see stats
By Yaner the Doomelf Doombringer level 36
13rd Dusk 123rd year of Ascendancy at 09:10 see stats
By Yaner the Doomelf Doombringer level 42
48th Dusk 123rd year of Ascendancy at 02:09 see stats
By Yaner the Doomelf Doombringer level 6
77th Pyre 122nd year of Ascendancy at 21:08 see stats
By Yaner the Doomelf Doombringer level 22
2nd Allure 123rd year of Ascendancy at 06:50 see stats
By Yaner the Doomelf Doombringer level 41
42nd Dusk 123rd year of Ascendancy at 22:54 see stats
By Yaner the Doomelf Doombringer level 31
12nd Pyre 123rd year of Ascendancy at 15:52 see stats
By Yaner the Doomelf Doombringer level 10
10th Haze 122nd year of Ascendancy at 12:24 see stats
By Yaner the Doomelf Doombringer level 20
75th Haze 122nd year of Ascendancy at 09:15 see stats
By Yaner the Doomelf Doombringer level 30
7th Pyre 123rd year of Ascendancy at 11:43 see stats
By Yaner the Doomelf Doombringer level 40
42nd Dusk 123rd year of Ascendancy at 06:58 see stats
By Yaner the Doomelf Doombringer level 28
76th Regrowth 123rd year of Ascendancy at 11:15 see stats
By Yaner the Doomelf Doombringer level 23
5th Allure 123rd year of Ascendancy at 18:07 see stats
By Yaner the Doomelf Doombringer level 35
5th Flare 123rd year of Ascendancy at 20:07 see stats
By Yaner the Doomelf Doombringer level 28
64th Regrowth 123rd year of Ascendancy at 15:03 see stats
By Yaner the Doomelf Doombringer level 43
61st Dusk 123rd year of Ascendancy at 20:57 see stats
By Yaner the Doomelf Doombringer level 19
73rd Haze 122nd year of Ascendancy at 12:10 see stats
By Yaner the Doomelf Doombringer level 37
15th Dusk 123rd year of Ascendancy at 01:20 see stats
By Yaner the Doomelf Doombringer level 27
61st Regrowth 123rd year of Ascendancy at 21:55 see stats
By Yaner the Doomelf Doombringer level 8
4th Mirth 122nd year of Ascendancy at 05:30 see stats
By Yaner the Doomelf Doombringer level 8
5th Mirth 122nd year of Ascendancy at 19:52 see stats
By Yaner the Doomelf Doombringer level 25
54th Regrowth 123rd year of Ascendancy at 12:13 see stats
By Yaner the Doomelf Doombringer level 17
58th Haze 122nd year of Ascendancy at 16:30 see stats
By Yaner the Doomelf Doombringer level 45
1st Haze 123rd year of Ascendancy at 23:54 see stats
By Yaner the Doomelf Doombringer level 33
74th Pyre 123rd year of Ascendancy at 13:19 see stats
Log
Yaner recovers sight.
Talent Fiery Torment is ready to use.
Weakness Disease from Vorewen the blinkwyrm hits Yaner for (2 abyssal shield), 0 blight (0 total damage).
Epidemic from Vorewen the blinkwyrm hits Yaner for (2 abyssal shield), 0 blight (0 total damage).
Vorewen the blinkwyrm casts Temporal Shield.
The very fabric of time alters around Vorewen the blinkwyrm.
Vorewen the blinkwyrm casts Cyst Burst.
Vorewen the blinkwyrm hits Yaner for (2 abyssal shield), 0 blight (0 total damage).
Yaner is no longer transformed.
Yaner's surge ends.
Talent Relentless Pursuit is ready to use.
Talent Fiery Aegis is ready to use.
Epidemic from Vorewen the blinkwyrm hits Yaner for (2 abyssal shield), 46 blight (46 total damage).
Cauterize hits Yaner for 19 fire damage.
Yaner the level 45 doomelf doombringer was debilitated by noxious blight before falling to death by Vorewen the blinkwyrm on level 1 of Gorbat Pride.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Cauterize killed Yaner!
Saving game...
Talent Voracious Blade is ready to use.
Saving done.
Talent Rune: Reflection Shield is ready to use.
Talent Fiery Grasp is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!