










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Less Shaders 1.7.4Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. 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 | Male |
Race | Cornac |
Class | Corruptor |
Level / Exp | 38 / 49% |
Size | medium |
Lifes / Deaths | Killed by Emelokira the dread at level 38 on the 37th Pyre 123rd year of Ascendancy at 08:24 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 34 (base 30) |
Magic | 85 (base 60) |
Willpower | 21 (base 13) |
Cunning | 72 (base 60) |
Resources
Life | -216/1046 |
Mana | 268/397 |
Vim | 59/302 |
Healing Factor | 1.305336564623 |
Regeneration | 10.76902665814 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 7 |
Offense: Mainhand
Damage | 37 |
Accuracy | 23 |
Crit Chance | 25% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 72% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Blight | +49% |
Physical | +12% |
All | +6% |
Crit. mult. | +150% |
Darkness | +17% |
Light | +13% |
Temporal | +36% |
Fire | +18% |
Arcane | +40% |
Offense: Damage Penetration
Blight | +80% |
Acid | +35% |
Temporal | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 42 (35.65183292883%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 28 |
Mental Save | 31 |
Defense: Resistances
Acid | + 39%( 70%) |
Cold | + 31%( 70%) |
All | + 19%( 70%) |
Darkness | + 31%( 70%) |
Light | + 19%( 70%) |
Temporal | + 31%( 70%) |
Crit. shrug | +1% |
Fire | + 39%( 70%) |
Lightning | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 60% |
Poison Resistance | 20% |
Confusion Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 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 29 up to 6 times. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 81 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 Willpower stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost defiler from death by orc high pyromancer. Escort: lost defiler (level 4 of Dreadfell) | failed |
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 talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 392. | 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of squid ink. * You've found the needed skeleton mage skull. 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 chunk of ghoul flesh. * You've found the needed bear paw. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ice wyrm tooth. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of fire wyrm saliva. * You've found the needed ice ant stinger. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Dex +4 Con +5 Lck offense ------ Spellpower +13 (+3 eff.) Ignore resists +10% acid +15% blight On-Hit (Melee): * 20% chance to reduce armor by 42% defense ------ Armor +5 Resistance +24% acid Stealth +12 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() 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. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: defense ------ Resistance +6% temporal +3% cold Mind save +3 (+1 eff.) Life +101.00 Life Regen +2.00 Poison Resist +20% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +20 Fatigue +4% Resistance +11% lightning +9% temporal +6% darkness Mind save +6 (+3 eff.) Life +100.00 Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil offense ------ Spellpower +20 (+5 eff.) Damage +6% blight other ------- Mana/turn +0.12 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 280 physical damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +40.00 Life Regen +6.00 Healmod +12% other ------- Light +4 Infravision +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +10 (+5 eff.) Spellpower +9 (+2 eff.) Mindpower +10 (+5 eff.) Damage +6% all defense ------ Stun Resist +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Wil offense ------ Spell Crit +3% Spellpower/crit +10 Damage +6% blight Ignore resists +25% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 defense ------ Resistance +9% fire +11% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Spellpower +12 (+3 eff.) Damage +31% blight +24% temporal +12% arcane +6% darkness Ignore resists +15% blight +15% temporal When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 * 20% chance to gain 10% of a turn (3/turn limit) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Spell Crit +7% Spellpower +9 (+2 eff.) Accuracy +15 (+7 eff.) defense ------ Armor +3 Fatigue +5% Resistance +8% darkness other ------- Mana/turn +0.11 Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+3 eff.) Damage +22% arcane defense ------ Resistance +9% all Stun Resist +30% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +12% fire defense ------ Armor +14 Defense +32 (+8 eff.) Resistance +15% fire Physical save +6 (+3 eff.) Life +47.00 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. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Spellpower/crit +2 Damage +7% light +6% temporal +5% darkness +6% physical other ------- Mana/turn +0.42 Max mana +20.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 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. |
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 143.31 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 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 4 Cooldown: 14 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 15%, your defense is increased by 15 and all your resistances by 15%. 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 6 Cooldown: 11 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 26%, your defense is increased by 26 and all your resistances by 26%. 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 [Normal] Arcane When inscribed on your body: Cooldown: 16 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 30% all resistance, you move 35% faster, and you are invisible (power 23). 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: 16 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 24 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. 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: 13 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 92 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: 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 106 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. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 348 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +20.00% Spellpower/crit +10 Damage +6% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 defense ------ Fatigue -6% Spell save +18 (+9 eff.) Life Regen +3.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% acid +6% blight defense ------ Defense +20 (+5 eff.) Resistance +16% lightning Crit Resistance 15.00% Mind save +9 (+4 eff.) Healmod +10% Disease Resist +20% Stun Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str offense ------ Critical power +15.00% Spellpower +10 (+2 eff.) Damage +9% blight +10% fire Ignore resists +25% fire defense ------ Resistance +15% temporal Crit Resistance 10.00% other ------- Infravision +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+4 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+14 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +10.00% Ignore resists +15% physical On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +12% light +13% darkness Unlife -20.00 life Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +1 Cun +4 Con offense ------ Physical Power +5 (+3 eff.) On-Hit 7 physical On-Ranged-Hit 9 physical Damage +6% lightning +12% fire Ignore resists +5% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 24 defense ------ Mind save +7 (+3 eff.) Confus Resist +25% other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +2 Wil +2 Con offense ------ Damage +11% darkness +3% mind defense ------ Resistance +22% darkness other ------- See Invisibility +15 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +11 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +7 Dex offense ------ Accuracy +11 (+5 eff.) defense ------ Life +78.00 Life Regen +20.00 Healmod +19% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+4 eff.) Damage +11% lightning defense ------ Resistance +22% lightning +6% light +3% cold +6% darkness +3% acid Life +20.00 Disarm Resist +20% Pinning Resist +24% Knockbk Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +9 (+5 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Cun +3 Con offense ------ On-Hit 6 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 24 defense ------ Physical save +6 (+3 eff.) other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Weapon Damage 112% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +7 Wil offense ------ Mind Crit +3% Damage +30% light Accuracy +10 (+5 eff.) defense ------ Defense +10 (+3 eff.) Mind save +15 (+7 eff.) Disarm Resist +35% other ------- EQ when Hit +0.08 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +8 Str +4 Dex +5 Mag +10 Wil +8 Cun +7 Con offense ------ Physical Crit +5.0% Critical power +14.00% Ignore Armor +13 Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +7 Str offense ------ Damage +21% light +12% physical Ignore resists +25% arcane +25% light Accuracy +14 (+7 eff.) When Hit 10 light defense ------ Resistance +12% fire Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 40 [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 130% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +2.0% Attack Speed 100% On Hit: 10% Obliterating Smash level 3 While equipped: offense ------ Physical Power +12 (+6 eff.) Accuracy +20 (+10 eff.) other ------- Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault Shadow Power +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Effective talent level: 3.0 Power cost 25 out of 25/25. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 127% 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% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +16 (+8 eff.) Massive two-handed swords. |
![]() 7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 137% Range: 1.0x-1.1x Uses 100% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+5 eff.) Accuracy +20 (+10 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Steampower +7 (+2 eff.) Damage +11% physical Ignore resists +8% all Accuracy +9 (+4 eff.) Ignore Armor +7 other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +10 Con +11 Wil offense ------ Accuracy +8 (+4 eff.) defense ------ Life +100.00 other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 161% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +108 On-crit, radius 2 +35 lightning +30 cold Uses 1.0 Steam While equipped: offense ------ Move Speed +39% Ignore resists +8% lightning +18% cold defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Master/Steamtech Weapon Damage 152% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +86 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +5.0% Physical Power +10 (+5 eff.) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 trident 2H weapon Reqs Str 16 [Ego++] Arcane/Master Weapon Damage 119% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On Hit: 20% Curse of Impotence level 2 While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +13 (+6 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Mag +3 Wil offense ------ Spellpower +5 (+1 eff.) When Hit 6 arcane defense ------ Life +32.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Wil offense ------ Spell Crit +5% Critical power +15.00% defense ------ Armor +6 Defense +9 (+3 eff.) Resistance +6% nature Physical save +10 (+5 eff.) 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 Str +3 Dex +2 Mag +3 Wil +3 Con defense ------ Defense +2 (+1 eff.) Spell save +5 (+3 eff.) other ------- Stamina/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+1 eff.) Physical save +5 (+3 eff.) Mind save +5 (+2 eff.) Unlife -50.00 life Life +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 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Spell Crit +10% Mind Crit +3% Spellpower +18 (+4 eff.) Mindpower +7 (+4 eff.) Damage +11% mind +3% blight Ignore resists +8% mind +5% acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 defense ------ Resistance +6% blight +11% all Spell save +18 (+9 eff.) Stun Resist +30% other ------- Mana/turn +0.19 Psi/turn +0.60 Max mana +62.00 Max psi +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +15% mind Ignore resists +25% blight When Hit 10 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 defense ------ Armor +4 Fatigue +3% Resistance +6% blight +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master/Psionic While equipped: offense ------ Physical Power +15 (+8 eff.) Spellpower +16 (+4 eff.) Mindpower +10 (+5 eff.) defense ------ Armor +5 A pair of boots made of leather. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 13 blight Damage +9% blight +6% arcane defense ------ Armor +3 Resistance +7% blight 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. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +16.0% Spell Crit +10% Mind Crit +14% Critical power +12.00% On-Hit 10 nature Damage +6% nature defense ------ Armor +3 Resistance +7% nature 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Spell Crit +8% Critical power +15.00% Spellpower +10 (+2 eff.) Spellpower/crit +10 Ignore resists +10% blight When Hit 4 darkness defense ------ Armor +3 Fatigue +3% Resistance +13% light +15% darkness other ------- Max mana +80.00 A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +5 Str +4 Wil +7 Con offense ------ Physical Power +9 (+5 eff.) defense ------ Armor +5 Fatigue +5% Resistance +10% physical Physical save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +13 (+6 eff.) Life +30.00 Life Regen +4.00 Healmod +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Nature/Master While equipped: defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +19% cold Life Regen +3.60 other ------- Stamina/turn +1.30 A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor Reqs Str 20 [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +17% lightning +15% light +15% darkness A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Spellpower/crit +6 When Hit 4 light defense ------ Armor +44 Defense +14 (+4 eff.) Fatigue +22% Resistance +18% blight +22% darkness Mind save +23 (+10 eff.) other ------- Max mana +40.00 Light +5 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex offense ------ Spellpower +25 (+6 eff.) Ignore resists +20% cold Ignore Shields +30% defense ------ Armor +4 Fatigue +8% Resistance +14% light +13% darkness Spell save +9 (+5 eff.) other ------- Mana/turn +0.20 Max mana +100.00 See Invisibility +18 Talents +1 Block Handheld deflection devices. |
![]() 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 When used as an alchemist bomb: Bomb damage +5% 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 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.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% 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.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +11 Str +3 Con offense ------ Physical Crit +4.0% Ignore resists +10% nature Accuracy +10 (+5 eff.) defense ------ Armor +8 Resistance +2% physical Unlife -40.00 life other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +6% nature +9% blight Ignore resists +25% blight defense ------ Armor +4 Resistance +4% physical +13% nature +6% light Disease Resist +20% Stun Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag offense ------ Spellpower +13 (+3 eff.) When Hit 18 fire defense ------ Resistance +10% fire +5% arcane +3% light Mind save +12 (+6 eff.) Disarm Resist +20% Confus Resist +20% other ------- Light +7 See Stealth +20 See Invisibility +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) defense ------ Resistance +7% blight +7% darkness Blind Resist +30% Confus Resist +15% other ------- Light +8 Infravision +5 See Stealth +10 See Invisibility +14 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 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% When used as an alchemist bomb: Life regen 10% of max life 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Master Weapon Damage 155% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +16.0% Capacity 21 On-ranged-hit +8 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Nature/Psionic Weapon Damage 166% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 Projectile Speed +200% On-ranged-hit +16 darkness Damage Against +12% Living On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 52 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% acid Ignore resists +10% lightning When Hit 10 nature defense ------ Resistance +21% lightning +9% nature +9% darkness Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +3% acid +3% fire +9% light Spell save +3 (+2 eff.) Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 3 All Resist: 3 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 339 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +15 Dex +3 Con offense ------ Ignore resists +15% mind defense ------ Crit Resistance 15.00% other ------- Infravision +3 Reveal the area around you, dispelling darkness (radius 12, power 81 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to heal for 74. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Worse Touch the Cornac Corruptor level 33
22nd Pyre 123rd year of Ascendancy at 01:21 see stats
By Worse Touch the Cornac Corruptor level 33
5th Pyre 123rd year of Ascendancy at 04:06 see stats
By Worse Touch the Cornac Corruptor level 32
65th Regrowth 123rd year of Ascendancy at 01:20 see stats
By Worse Touch the Cornac Corruptor level 10
2nd Flare 122nd year of Ascendancy at 06:34 see stats
By Worse Touch the Cornac Corruptor level 36
29th Pyre 123rd year of Ascendancy at 19:49 see stats
By Worse Touch the Cornac Corruptor level 23
3rd Allure 123rd year of Ascendancy at 19:37 see stats
By Worse Touch the Cornac Corruptor level 32
65th Regrowth 123rd year of Ascendancy at 05:52 see stats
By Worse Touch the Cornac Corruptor level 32
69th Regrowth 123rd year of Ascendancy at 04:18 see stats
By Worse Touch the Cornac Corruptor level 10
2nd Flare 122nd year of Ascendancy at 06:33 see stats
By Worse Touch the Cornac Corruptor level 20
56th Haze 122nd year of Ascendancy at 13:06 see stats
By Worse Touch the Cornac Corruptor level 30
38th Regrowth 123rd year of Ascendancy at 11:51 see stats
By Worse Touch the Cornac Corruptor level 33
19th Pyre 123rd year of Ascendancy at 02:39 see stats
By Worse Touch the Cornac Corruptor level 28
22nd Regrowth 123rd year of Ascendancy at 17:16 see stats
By Worse Touch the Cornac Corruptor level 27
16th Regrowth 123rd year of Ascendancy at 14:06 see stats
By Worse Touch the Cornac Corruptor level 25
8th Regrowth 123rd year of Ascendancy at 02:47 see stats
By Worse Touch the Cornac Corruptor level 29
37th Regrowth 123rd year of Ascendancy at 23:07 see stats
By Worse Touch the Cornac Corruptor level 9
3rd Mirth 122nd year of Ascendancy at 07:36 see stats
By Worse Touch the Cornac Corruptor level 10
3rd Dusk 122nd year of Ascendancy at 21:51 see stats
By Worse Touch the Cornac Corruptor level 26
11st Regrowth 123rd year of Ascendancy at 16:16 see stats
By Worse Touch the Cornac Corruptor level 18
26th Haze 122nd year of Ascendancy at 10:37 see stats
By Worse Touch the Cornac Corruptor level 38
36th Pyre 123rd year of Ascendancy at 14:18 see stats
Log
Worse Touch is suffering from insomnia.
Garrote from Emelokira the dread hits Worse Touch for 40 physical damage.
Worse Touch is not crippled anymore.
Worse Touch is no longer sleeping.
Something performs a melee critical strike against Worse Touch!
Rested for 4 turns (stop reason: taken damage).
Something performs a melee critical strike against Worse Touch!
Worse Touch is crippled.
Something hits Worse Touch for 257 physical, 339 physical (597 total damage).
Garrote from Emelokira the dread strangles Worse Touch!
Garrote from Emelokira the dread performs a melee critical strike against Worse Touch!
Garrote from Emelokira the dread hits Worse Touch for 43 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Worse Touch wears (replacing Skystun the stralite torque of clear mind [power 4] (3/25 cooldown)): Nirodil the dwarven-steel torque of gale force [power 250] (15 cooldown).
Worse Touch is stunned!
Something performs a melee critical strike against Worse Touch!
Something hits Worse Touch for 147 physical, 289 physical (436 total damage).
Garrote from Emelokira the dread strangles Worse Touch!
Garrote from Emelokira the dread performs a melee critical strike against Worse Touch!
Worse Touch is no longer suffering from insomnia.
LIFE LOST WARNING!
Garrote from Emelokira the dread hits Worse Touch for 43 physical damage.
You are unable to move!
Something performs a melee critical strike against Worse Touch!
Something performs a melee critical strike against Worse Touch!
Something hits Worse Touch for 159 physical damage.
Worse Touch the level 38 cornac corruptor was smashed to death by Emelokira the dread on level 9 of Dreadfell.
=====================
Damage dealt
=====================
1,726,738 blight
42,029 physical
34,179 acid
11,208 fire
3,138 arcane
2,148 darkness
1,048 nature
902 cold
=====================
Damage taken
=====================
24,506 physical
13,362 fire
10,646 blight
8,822 nature
8,561 darkness
5,094 cold
4,895 lightning
3,639 acid
2,606 mind
1,162 light
929 arcane
874 temporal