










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Berserker |
Level / Exp | 26 / 78% |
Size | medium |
Lifes / Deaths | Killed by Emywe the thief at level 26 on the 71st Haze 122nd year of Ascendancy at 15:38 / 1 |
Primary Stats
Strength | 67 (base 57) |
Dexterity | 26 (base 14) |
Constitution | 40 (base 34) |
Magic | 11 (base 10) |
Willpower | 16 (base 10) |
Cunning | 36 (base 22) |
Resources
Life | -151/907 |
Mana | 0/332 |
Stamina | 36/228 |
Healing Factor | 1.5322297605396 |
Regeneration | 16.345132949325 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 28.894014938291 |
See Invisible | 28.894014938291 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 140 |
Accuracy | 47 |
Crit Chance | 49% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +37% |
Acid | +34% |
Temporal | +14% |
All | +9% |
Defense: Base
Armour (hardiness) | 29 (38.594633868923%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 4.9238052216851 |
Physical Save | 32 |
Spell Save | 33 |
Mental Save | 22 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 15%( 70%) |
All | + 15%( 70%) |
Darkness | + 31%( 70%) |
Temporal | + 29%( 70%) |
Physical | + 24%( 70%) |
Fire | + 23%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 40% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Disarm Resistance | 96% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 113 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 2 times. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Betharivea the cutpurse. Escort: temporal explorer (level 2 of Daikara) | failed |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed giant spider spinneret. * You've found the needed pouch of faeros ash. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Ignore resists +5% temporal +5% physical Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +1% physical Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Master Weapon Damage 36.5 - 51.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +10 Critical Rate +17.5% Capacity 21 Projectile Speed +200% On-ranged-hit +8 nature On-Hit, radius 1 +4 nature On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 42% On Critical: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Dex offense ------ Damage +6% light defense ------ Resistance +9% fire Crit Resistance 15.00% Life +47.00 other ------- Light +3 Infravision +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +4.0% Physical Power +25 (+7 eff.) Mindpower +4 (+2 eff.) Ignore Armor +6 defense ------ Armor +4 Fatigue +4% Resistance +4% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 334 Base Damage: 175 Armor: 4 All Resist: 4 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Con defense ------ Resistance +3% acid Spell save +13 (+6 eff.) Poison Resist +20% Disease Resist +10% Cut Resist +20% Disarm Resist +20% Stun Resist +20% other ------- Max stamina +18.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Crit +5.0% Critical power +9.00% Physical Power +4 (+1 eff.) defense ------ Resistance +9% acid +5% physical Silence Resist +20% Confus Resist +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego++] Master Weapon Damage 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +13% physical +9% all Accuracy +7 (+3 eff.) Ignore Armor +10 defense ------ Disarm Resist +21% Massive two-handed battleaxes. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% mind Ignore resists +25% acid +10% physical Accuracy +8 (+3 eff.) When Hit 4 acid defense ------ Armor +8 Fatigue +3% Physical save +7 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +31% other ------- Max hate +4.00 Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex 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 level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +17.00% Physical Power +7 (+2 eff.) defense ------ Armor +14 Defense +20 (+6 eff.) Fatigue +8% Resistance +23% acid +3% nature +3% darkness Crit Resistance 5.00% Unlife -20.00 life Life +53.00 Life Regen +7.00 Healmod +15% Confus Resist +20% A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +2 Wil defense ------ Defense +2 (+0 eff.) Resistance +16% darkness +16% temporal Spell save +8 (+4 eff.) Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +14% other ------- Max mana +52.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown 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] Nature While equipped: offense ------ When Hit 10 physical On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Defense +10 (+3 eff.) Resistance +6% blight Healmod +16% Cut Resist +50% other ------- Max stamina +20.00 Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 136 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 3 darkness, 5 fire, 4 physical, 3 light 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: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 139.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 115.20 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 Dexterity 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: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 219.40 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 [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. 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 5 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Dexterity 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 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 rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 20% all resistance, you move 45% faster, and you are invisible (power 8). 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 21% all resistance, you move 37% faster, and you are invisible (power 18). Its effects scale with your Dexterity 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: 21 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 15% all resistance, you move 33% faster, and you are invisible (power 12). Its effects scale with your Dexterity 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: 19 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 38% faster, and you are invisible (power 14). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. 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: 19 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. 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: 12 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 83 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. 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: 21 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 90 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. 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: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 160 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. 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: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. 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 amulet jewelry [Rare] Arcane While equipped: Stats +3 Con +2 Mag offense ------ Ignore resists +5% darkness other ------- Infravision +3 See Invisibility +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +9% light defense ------ Resistance +3% mind Crit Resistance 5.00% Life +40.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Physical Crit +1.0% Damage +12% cold defense ------ Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Damage +21% light When Hit 10 nature defense ------ Defense +8 (+2 eff.) Resistance +15% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Resistance +3% temporal Crit Resistance 5.00% Mind save +6 (+3 eff.) Life +40.00 Cut Resist +10% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% mind When Hit 8 light defense ------ Resistance +3% acid +2% physical +12% mind Spell save +6 (+3 eff.) Unlife -20.00 life Life +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +7 Dex offense ------ Accuracy +16 (+6 eff.) Ignore Armor +7 defense ------ Defense +12 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +10 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +23% other ------- Infravision +3 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Mag offense ------ On-Hit 21 light On-Ranged-Hit 10 light Damage +12% light defense ------ Armor +8 Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Ignore Shields +30% While equipped: Stats +3 Mag offense ------ Physical Power +30 (+8 eff.) Damage +6% physical Ignore resists +13% physical Accuracy +16 (+6 eff.) Ignore Armor +12 defense ------ Resistance +9% darkness +6% fire Spell save +6 (+3 eff.) Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego++] Disrupt/Master Weapon Damage 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Critical: * Deals 38 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +7 (+3 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +3 Str +6 Dex +8 Mag +6 Wil +5 Cun +6 Con offense ------ Physical Crit +9.0% Critical power +15.00% Damage +3% light Ignore resists +25% light Ignore Armor +8 On-Hit (Melee): * 10% chance to slow global speed by 42% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Damage +15% fire Ignore resists +15% acid When Hit 6 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% fire Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 28,Mag 20 [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+10 eff.) Mindpower +12 (+6 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +3 Cun +4 Con One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun offense ------ Physical Crit +8.0% Mind Crit +2% Critical power +25.00% Physical Power +10 (+3 eff.) Mindpower +15 (+8 eff.) defense ------ Armor +5 other ------- Infravision +1 Create a temporary shield that absorbs 266 damage Puts all charms on 26 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Wil +3 Cun defense ------ Resistance +9% lightning +6% fire Life Regen +0.90 Healmod +10% other ------- See Invisibility +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +3 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Con offense ------ Ignore resists +5% physical Accuracy +5 (+2 eff.) defense ------ Defense +1 (+0 eff.) Physical save +3 (+1 eff.) Unlife -40.00 life other ------- Max stamina +30.00 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 [Ego+] Arcane/Master While equipped: Stats +3 Dex +2 Mag +2 Wil +2 Cun defense ------ Defense +2 (+0 eff.) Spell save +8 (+4 eff.) other ------- Max mana +42.00 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 T2 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +16% physical +12% arcane +12% cold Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Resistance +16% physical +5% blight +18% cold +5% arcane +9% all Life +40.00 Life Regen +1.50 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +5 Dex offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +15% lightning defense ------ Resistance +6% cold +12% darkness +11% all Mind save +21 (+10 eff.) other ------- See Invisibility +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +4 Mag +2 Wil +6 Con offense ------ Damage +13% fire defense ------ Resistance +9% lightning +19% fire +9% all Crit Resistance 15.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ Mind Crit +3% Mindpower +15 (+8 eff.) defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +2% Crit Resistance 10.00% other ------- Infravision +3 Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +5 Con offense ------ Damage +3% physical On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal other ------- Psi when Hit +0.12 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 [Random Unique] Arcane/Master While equipped: Stats +2 Mag +2 Wil +3 Cun offense ------ Mind Crit +5% Mindpower +5 (+3 eff.) defense ------ Armor +7 Fatigue +3% Silence Resist +26% Confus Resist +30% Stun Resist +29% other ------- Hate-on-crit +2.00 Infravision +1 Blink to a nearby random location (rad 9) Puts all charms on 22 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Ignore Armor +3 defense ------ Armor +11 Defense +10 (+3 eff.) Fatigue -3% Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +23 (+7 eff.) Fatigue +2% Physical save +3 (+1 eff.) Spell save +3 (+1 eff.) Unlife -40.00 life Life Regen +4.00 Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +5 Con offense ------ Critical power +5.00% On-Hit 6 cold Damage +4% cold defense ------ Armor +1 Resistance +5% cold other ------- Max stamina +20.00 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +5 ice On Hit: 10% Ice Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +1 Str offense ------ On-Hit 9 light Damage +6% light Accuracy +20 (+7 eff.) defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +3% Resistance +9% fire +10% light +2% physical Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 20% Searing Light level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Critical power +5.00% On-Hit 5 fire Damage +4% fire defense ------ Armor +1 Fatigue +1% Resistance +1% physical +6% fire Unlife -60.00 life other ------- Stamina/turn +1.00 Max stamina +30.00 Unarmed combat: Weapon Damage 9.0 - 12.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid defense ------ Armor +1 Defense +10 (+3 eff.) Fatigue +1% Resistance +6% acid Life +20.00 Disarm Resist +10% other ------- Infravision +2 Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +5 acid On Hit: 10% Corrosive Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 8 blight Damage +6% arcane +5% blight defense ------ Armor +2 Resistance +5% blight Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 arcane On-crit, radius 2 +5 arcane +8 blight On Hit: 20% Soul Rot level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +7 (+7 eff.) On-Hit 9 arcane Damage +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 arcane On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: Stats +3 Cun offense ------ Accuracy +8 (+3 eff.) defense ------ Armor +2 Resistance +8% darkness other ------- Infravision +1 Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% On-hit +8 darkness On Crit: 10% Dominate level 3 Track: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Dex +3 Con offense ------ Critical power +20.00% On-Hit 6 acid Damage +4% acid +6% lightning When Hit 2 physical defense ------ Armor +1 Fatigue +1% Resistance +6% acid other ------- Light +2 Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +6 (+2 eff.) Ignore Armor +5 When Hit: * 17 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +8% blight Spell save +24 (+10 eff.) Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +8.0% Attack Speed 83% On Hit: * 13% chance to reduce armor by 16% * 15 arcane resource burn * 15% chance to slow global speed by 42% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Cun offense ------ Mindpower +20 (+10 eff.) Damage +3% fire Ignore resists +15% mind defense ------ Armor +1 Fatigue +1% other ------- Hate-on-crit +2.00 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 297.8 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+8 eff.) Mindpower +8 (+4 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 13 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +12.00% Physical Power +7 (+2 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life Regen +3.80 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
![]() 3.0 Encumbrance T1 arrow ammo [Ego++] Arcane/Master Weapon Damage 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +10.0% Capacity 17 On Hit: 20% Curse of Defenselessness level 1 On Critical: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 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 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 +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 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 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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? |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Str +4 Mag offense ------ Spellpower +7 (+7 eff.) Damage +6% light defense ------ Resistance +18% light Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Critical power +10.00% Ignore resists +5% lightning defense ------ Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +20 (+5 eff.) Accuracy +10 (+4 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Resistance +3% cold Physical save +5 (+2 eff.) Spell save +3 (+1 eff.) Healmod +12% other ------- Stamina/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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 totem charm [Rare] Nature While equipped: offense ------ Damage +30% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 defense ------ Resistance +6% blight Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 146 Puts all charms on 16 turn cooldown 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 T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% physical Ignore Armor +11 other ------- Wards +3 lightning +2 cold +3 arcane +4 nature Talents +1 Ward Fire a magical bolt dealing 170 fire damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ When Hit 6 fire defense ------ Resistance +6% lightning Mind save +15 (+7 eff.) Unlife -80.00 life Blind Resist +10% Confus Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Zerk the Skeleton Berserker level 12
10th Flare 122nd year of Ascendancy at 16:08 see stats
By Zerk the Skeleton Berserker level 21
10th Haze 122nd year of Ascendancy at 19:45 see stats
By Zerk the Skeleton Berserker level 10
10th Mirth 122nd year of Ascendancy at 03:48 see stats
By Zerk the Skeleton Berserker level 20
51st Dusk 122nd year of Ascendancy at 16:09 see stats
By Zerk the Skeleton Berserker level 23
23rd Haze 122nd year of Ascendancy at 22:57 see stats
By Zerk the Skeleton Berserker level 26
70th Haze 122nd year of Ascendancy at 06:12 see stats
By Zerk the Skeleton Berserker level 9
9th Mirth 122nd year of Ascendancy at 04:34 see stats
By Zerk the Skeleton Berserker level 12
2nd Flare 122nd year of Ascendancy at 23:11 see stats
By Zerk the Skeleton Berserker level 22
11st Haze 122nd year of Ascendancy at 17:45 see stats
By Zerk the Skeleton Berserker level 21
56th Dusk 122nd year of Ascendancy at 07:38 see stats
By Zerk the Skeleton Berserker level 16
18th Dusk 122nd year of Ascendancy at 08:00 see stats
Log
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Zerk misses Emywe the thief.
Zerk performs a melee critical strike against Emywe the thief!
Zerk hits Emywe the thief for 40 physical damage.
Greater faeros misses Zerk.
Emywe the thief's can be afflicted again.
The protective shield of Zerk disappears.
Talent Warshout is ready to use.
Talent Execution is ready to use.
Talent Rune: Blink is ready to use.
Burning from Greater faeros hits Zerk for (24 absorbed), 0 fire (0 total damage).
Betegaba the faeros casts Flame.
Faeros is on fire!
Greater faeros is on fire!
Zerk casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Your shield crumbles under the damage!
The shield around Zerk crumbles.
Betegaba the faeros hits Greater faeros for 3 fire damage.
Betegaba the faeros hits Faeros for 3 fire damage.
Betegaba the faeros hits Zerk for (33 absorbed), 15 fire (15 total damage).
Emywe the thief performs a melee critical strike against Zerk!
Zerk resists the vile poison!
Zerk resists the vile poison!
Emywe the thief hits Zerk for 95 physical, 5 fire (100 total damage).
Melee retaliation hits Emywe the thief for 2 acid, 4 physical, 2 acid (7 total damage).
Zerk the level 26 skeleton berserker was fried to death by Emywe the thief on level 3 of Daikara.
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Zerk's rage subsides!
Zerk no longer revels in blood quite so much.