












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 33 / 85% |
Size | huge |
Lifes / Deaths | Killed by Lisibrenn the corrupted plasmic disruptor at level 32 on the 10th Pyre 123rd year of Ascendancy at 23:02 / 2Killed by Lisydhedhenn the bone giant at level 33 on the 27th Pyre 123rd year of Ascendancy at 09:48 |
Primary Stats
Strength | 46 (base 13) |
Dexterity | 40 (base 18) |
Constitution | 35 (base 10) |
Magic | 101 (base 60) |
Willpower | 17 (base 10) |
Cunning | 96 (base 60) |
Resources
Life | -124/978 |
Mana | 95/327 |
Stamina | 73/214 |
Healing Factor | 1.1916660017318 |
Regeneration | 6.2562465090919 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 44.156612690121 |
See Invisible | 44.156612690121 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 49 |
Accuracy | 49 |
Crit Chance | 46% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 49 |
Crit Chance | 48% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +102% |
Mind | +7% |
Darkness | +26% |
Blight | +8% |
Physical | +10% |
Fire | +11% |
All | +2% |
Offense: Damage Penetration
Lightning | +60% |
Light | +10% |
Darkness | +15% |
Blight | +10% |
Acid | +10% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 49 |
Mental Save | 37 |
Defense: Resistances
Blight | + 37%( 70%) |
Physical | + 34%( 70%) |
Cold | + 32%( 70%) |
All | + 27%( 70%) |
Lightning | + 69%( 70%) |
Temporal | + 34%( 70%) |
Mind | + 36%( 70%) |
Fire | + 36%( 70%) |
Darkness | + 40%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Stun Resistance | 56% |
Poison Resistance | 20% |
Pinning Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 657% 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. |
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 151 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 541 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed minotaur nose. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 T5 feet armor [Rare] Master While equipped: Stats +8 Str +2 Dex +7 Con offense ------ Damage +12% darkness +8% physical Ignore resists +15% darkness +10% blight defense ------ Armor +5 Fatigue +4% Resistance +9% blight Crit Resistance 10.00% other ------- Infravision +3 Size +1 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 shot ammo [Random Unique] Arcane/Nature/Master Weapon Damage 132% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +9.5% Capacity 16 On-ranged-hit +20 light +14 cold On-Hit, radius 1 +8 light On-crit, radius 2 +4 nature +6 cold On Hit: * Create an explosion dealing 117 acid damage (1/turn) On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +4 Mag offense ------ Spellpower +15 (+4 eff.) Damage +12% lightning Ignore resists +10% lightning defense ------ Life +40.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.16 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 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 (+2 eff.) Mindpower +8 (+2 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. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Crit +10.0% Spell Crit +8% Mind Crit +8% Critical power +10.00% On-Hit 8 blight 8 mind Damage +6% blight +5% mind defense ------ Armor +6 Defense +10 (+3 eff.) Resistance +5% blight +6% cold +6% mind +6% darkness Spell save +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +24% lightning Ignore resists +10% light Sting an enemy dealing 504 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 19% for 2 turns. 100% to increase all damage penetration by 10% 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: offense ------ Damage +9% fire defense ------ Resistance +12% darkness +6% mind Physical save +3 (+1 eff.) Spell save +6 (+2 eff.) Life Regen +5.00 Poison Resist +20% Stun Resist +35% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +8 Dex +8 Cun +6 Con offense ------ Physical Power +8 (+2 eff.) Move Speed +15% Damage +20% lightning defense ------ Damage Avoidance +8% Affinity +20% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Mag offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +12% lightning Crit Resistance 15.00% Stun Resist +21% Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +21% lightning Ignore resists +10% acid +25% lightning When Hit 4 acid defense ------ Resistance +12% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) Damage +3% lightning Ignore resists +25% lightning +15% fire When Hit 4 acid 4 fire 6 lightning defense ------ Physical save +5 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 light Damage Against +7% Undead On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +6 (+2 eff.) defense ------ Armor +2 Resistance +3% lightning Cut Resist +20% Silence Resist +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +6% Physical Power +20 (+6 eff.) When Hit 6 blight defense ------ Armor +4 Defense +3 (+1 eff.) Spell save +15 (+5 eff.) Unlife -40.00 life other ------- Max vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +2 Mag +7 Con offense ------ Damage +20% lightning +12% darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +30% lightning +12% fire +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 313 then cleanse 1 wound, poison, and disease effect. 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 [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 756 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 222.36 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [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 172 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +11% Spellpower +4 (+1 eff.) Spellpower/crit +4 Damage +6% acid +6% fire +6% cold +6% lightning Ignore resists +10% cold When Hit 4 darkness 6 blight defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +80.00 Max vim +50.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +6% acid +5% fire +6% cold +6% lightning Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +3% temporal Ignore resists +10% temporal Accuracy +8 (+3 eff.) When Hit 6 lightning On-Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +18% nature Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +4 Wil +5 Cun offense ------ Spellpower +11 (+3 eff.) Damage +15% acid +3% cold Ignore resists +15% acid defense ------ Mind save +9 (+4 eff.) Confus Resist +29% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% acid +11% physical defense ------ Armor +6 Resistance +22% acid +11% physical +3% light +9% blight +3% darkness Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 110 lightning damage (1/turn) While equipped: offense ------ Damage +11% lightning Ignore resists +8% lightning +7% all Accuracy +8 (+3 eff.) Ignore Armor +7 Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Psionic Weapon Damage 126% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +8 nature On-crit, radius 2 +36 lightning +29 cold +69 fire While equipped: Stats +5 Str offense ------ Physical Power +14 (+4 eff.) Global Speed +8% Move Speed +55% Ignore resists +18% lightning +17% cold +24% fire When Hit 4 blight On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 30 defense ------ Resistance +12% nature Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master/Psionic Weapon Damage 141% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +9 mind On Hit: * 22% chance to reduce all saves and defense by 26 On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Cun +4 Wil offense ------ Physical Crit +13.0% Physical Power +9 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +14 cold While equipped: offense ------ Damage +6% temporal defense ------ Resistance +12% darkness +9% temporal Crit Resistance 15.00% Blind Resist +20% Pinning Resist +20% Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Weapon Damage 109% Range: 1.0x-1.1x Uses 50% Wil, 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 (+2 eff.) Damage +9% acid +10% fire +8% cold +8% physical Ignore resists +6% acid +6% fire +5% cold +3% physical defense ------ Life +20.00 Life Regen +0.90 Heal-on-summon +25 other ------- Max Summons +1 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 T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +6 (+2 eff.) On-Hit 9 acid Damage +8% acid Ignore resists +8% acid defense ------ Resistance +8% acid Life Regen +2.00 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. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +12% nature +15% cold Ignore resists +15% cold When Hit 6 nature defense ------ Defense +8 (+2 eff.) Resistance +12% nature other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 95.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +6 (+2 eff.) Damage +45% fire Ignore resists +10% acid +25% fire +10% arcane On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Resistance +5% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Physical Power +20 (+6 eff.) Ignore resists +15% physical other ------- Mana/turn +0.16 Max vim +40.00 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Physical Power +20 (+6 eff.) Ignore resists +20% mind Accuracy +33 (+11 eff.) defense ------ Defense +9 (+3 eff.) Resistance +6% blight Cut Resist +20% Disarm Resist +29% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 138% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +25% nature On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +27% fire Mind save +6 (+3 eff.) Poison Resist +20% Confus Resist +20% One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Cun +9 Wil offense ------ Physical Power +7 (+2 eff.) Damage +15% mind When Hit 8 mind 6 cold defense ------ Spell save +10 (+3 eff.) other ------- Max hate +6.00 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +7 Lck offense ------ Ignore resists +25% darkness +10% acid When Hit 10 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 22% * 20% chance to reduce armor by 41% defense ------ Resistance +6% darkness Stealth +10 other ------- Disarm Traps +14 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature While equipped: Stats +5 Str +7 Con offense ------ Physical Power +7 (+2 eff.) Mindpower +5 (+1 eff.) defense ------ Physical save +7 (+3 eff.) Mind save +8 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +5 Mag offense ------ Critical power +10.00% Spellpower +20 (+5 eff.) Spellpower/crit +8 Damage +24% blight +6% fire defense ------ Defense +16 (+5 eff.) Physical save +15 (+7 eff.) other ------- Mana-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag +4 Wil offense ------ Damage +5% darkness Ignore resists +8% darkness defense ------ Armor +7 Defense +17 (+5 eff.) Resistance +9% blight +12% cold +15% darkness Spell save +8 (+3 eff.) Stealth +5 Unlife -40.00 life other ------- Max mana +51.00 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 T4 cloth armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun offense ------ Critical power +14.00% defense ------ Resistance +9% blight +13% all Life +60.00 Life Regen +3.90 Healmod +17% other ------- Hate-on-crit +5.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Move Speed +10% Ignore Armor +2 When Hit 6 physical defense ------ Armor +4 Fatigue -3% Resistance +1% physical Unlife -40.00 life Life +32.00 other ------- Stamina/turn +0.20 Max stamina +10.00 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 [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun defense ------ Armor +3 Fatigue +5% Physical save +9 (+4 eff.) other ------- Cooldown Double Strike -1 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% lightning When Hit 4 mind defense ------ Defense +2 (+0 eff.) Resistance +19% lightning +6% fire +9% cold Crit Resistance 10.00% Disease Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +4 Str +3 Dex +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% 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 165.9 Physical damage. If the attack hits, the target is confused (37% 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. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +6 Dex defense ------ Armor +3 Fatigue +3% Resistance +16% darkness other ------- Infravision +4 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +3% Resistance +8% blight +7% darkness Spell save +8 (+3 eff.) Mind save +6 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 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 cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% light +3% cold Crit Resistance 5.00% Spell save +3 (+1 eff.) Unlife -80.00 life Pinning Resist +10% A cap made of leather. |
![]() 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. |
![]() 14.0 Encumbrance T4 heavy armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Life +69.00 Life Regen +1.00 Healmod +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +3% Ignore resists +10% light defense ------ Armor +17 Defense +4 (+1 eff.) Fatigue +12% Resistance +5% acid +11% physical +8% lightning +31% fire +7% arcane +9% cold Spell save +19 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Rare] Nature While equipped: offense ------ Damage +9% cold +21% fire Ignore resists +10% cold When Hit 8 cold defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +3% light +9% fire Life Regen +2.70 other ------- Stamina/turn +1.20 Light +1 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +13% blight +14% nature +20% acid A suit of armour made of leather. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex offense ------ When Hit 12 lightning defense ------ Armor +6 Fatigue +8% Resistance +13% lightning +12% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.0 Power cost 26 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (444) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 14 cold When Hit 9 ice When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Fatigue +8% Resistance +14% temporal other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 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 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 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 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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 T1 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ Accuracy +15 (+5 eff.) Ignore Armor +9 When Hit 2 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 22% other ------- Stamina/turn +2.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 4.0 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Armor +3 Defense +5 (+1 eff.) Resistance +8% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Wil defense ------ Resistance +9% light Crit Resistance 10.00% Spell save +3 (+1 eff.) Life +46.00 other ------- Light +3 Infravision +2 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 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 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. |
![]() 3.0 Encumbrance T2 shot ammo [Rare] Psionic Weapon Damage 116% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +13 physical +20 light +20 mind On-Hit, radius 1 +20 light +8 mind On-crit, radius 2 +20 mind On Hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: defense ------ Armor +10 Resistance +18% nature +15% temporal Heal yourself and all friendly characters within 10 spaces for 326 Puts all charms on 13 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 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 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 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 Shrek went to Hogwarts the Ogre Arcane Blade level 24
47th Haze 122nd year of Ascendancy at 10:42 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 27
6th Allure 123rd year of Ascendancy at 04:45 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 28
3rd Regrowth 123rd year of Ascendancy at 07:45 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 21
78th Dusk 122nd year of Ascendancy at 20:19 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 31
62nd Regrowth 123rd year of Ascendancy at 19:22 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 28
1st Regrowth 123rd year of Ascendancy at 23:59 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 08:02 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 20
66th Dusk 122nd year of Ascendancy at 15:30 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 30
52nd Regrowth 123rd year of Ascendancy at 07:05 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 23
11st Haze 122nd year of Ascendancy at 23:16 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 31
74th Regrowth 123rd year of Ascendancy at 01:07 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 18:58 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 25
65th Haze 122nd year of Ascendancy at 15:10 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 9
5th Mirth 122nd year of Ascendancy at 21:35 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 29
21st Regrowth 123rd year of Ascendancy at 04:23 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 15
12nd Dusk 122nd year of Ascendancy at 00:28 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 28
20th Regrowth 123rd year of Ascendancy at 16:06 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 25
56th Haze 122nd year of Ascendancy at 19:15 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 14
6th Dusk 122nd year of Ascendancy at 16:00 see stats
By Shrek went to Hogwarts the Ogre Arcane Blade level 32
10th Pyre 123rd year of Ascendancy at 23:02 see stats
Log
Shrek went to Hogwarts resists!
Lisydhedhenn the bone giant casts Flame.
Shrek went to Hogwarts is on fire!
Shrek went to Hogwarts's brain isn't quite working right!
Shrek went to Hogwarts HEALS from lightning damage!
Shrek went to Hogwarts teleports some damage to Lisydhedhenn the bone giant!
Lisydhedhenn the bone giant hits Lisydhedhenn the bone giant for 8 teleported, 5 teleported (14 total damage).
Lisydhedhenn the bone giant hits Shrek went to Hogwarts for (205 absorbed), 124 physical, (8 teleported), 0 darkness, 0 blight, 6 cold, 23 fire, (5 teleported), 0 lightning, 4 healing, 117 fire (270 total damage) [4 healing].
Melee retaliation hits Lisydhedhenn the bone giant for (4 flat reduction), 0 acid, (11 flat reduction), 0 lightning, (5 flat reduction), 0 blight, (4 flat reduction), 0 fire (0 total damage).
Shrek went to Hogwarts slows down.
Shrek went to Hogwarts teleports some damage to Lisydhedhenn the bone giant!
Burning from Lisydhedhenn the bone giant hits Lisydhedhenn the bone giant for 39 teleported damage.
Burning from Lisydhedhenn the bone giant hits Shrek went to Hogwarts for (39 teleported), 0 fire (0 total damage).
Lisydhedhenn the bone giant lashes out with a flurry of fists.
Lisydhedhenn the bone giant performs a melee critical strike against Shrek went to Hogwarts!
Lisydhedhenn the bone giant casts Flame.
The fabric of space around Shrek went to Hogwarts stabilizes to normal.
Shrek went to Hogwarts resists!
Lisydhedhenn the bone giant performs a melee critical strike against Shrek went to Hogwarts!
Lisydhedhenn the bone giant casts Flame.
Lisydhedhenn the bone giant breathes ice!
Shrek went to Hogwarts resists the freeze!
Shrek went to Hogwarts resists!
Lisydhedhenn the bone giant casts Flame.
Shrek went to Hogwarts HEALS from lightning damage!
Shrek went to Hogwarts teleports some damage to Lisydhedhenn the bone giant!
Lisydhedhenn the bone giant hits Lisydhedhenn the bone giant for 325 teleported, 23 teleported, 5 teleported, 28 teleported (382 total damage).
Lisydhedhenn the bone giant hits Shrek went to Hogwarts for (325 teleported), 0 physical, 0 darkness, 3 blight, 0 cold, (23 teleported), 0 fire, (5 teleported), 0 lightning, 4 healing, (28 teleported), 89 fire, 5 cold, 269 physical, 0 darkness, 3 blight, 6 cold, 23 fire, 0 lightning, 4 healing, 117 fire, 179 cold, 0 cold, 0 physical, 8 darkness, 3 blight, 6 cold, 23 fire, 5 lightning, 4 healing, 117 fire (855 total damage) [12 healing].
Melee retaliation hits Lisydhedhenn the bone giant for (4 flat reduction), 0 acid, (11 flat reduction), 0 lightning, (5 flat reduction), 0 blight, (4 flat reduction), 0 fire, (4 flat reduction), 0 acid, (11 flat reduction), 0 lightning, (5 flat reduction), 0 blight, (4 flat reduction), 0 fire, (4 flat reduction), 0 acid, (11 flat reduction), 0 lightning, (5 flat reduction), 0 blight, (4 flat reduction), 0 fire (0 total damage).
Shrek went to Hogwarts the level 33 ogre arcane blade was scorched to death by Lisydhedhenn the bone giant on level 1 of Ruined Dungeon.