










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 | Ogre |
Class | Berserker |
Level / Exp | 29 / 13% |
Size | big |
Lifes / Deaths | Killed by Poleravena the fire drake at level 29 on the 29th Regrowth 123rd year of Ascendancy at 19:22 / 1 |
Primary Stats
Strength | 96 (base 55) |
Dexterity | 58 (base 41) |
Constitution | 40 (base 21) |
Magic | 20 (base 10) |
Willpower | 15 (base 10) |
Cunning | 30 (base 10) |
Resources
Life | -208/1173 |
Stamina | 174/232 |
Healing Factor | 1.5322297605396 |
Regeneration | 22.474051991483 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 9 |
Offense: Mainhand
Damage | 159 |
Accuracy | 66 |
Crit Chance | 27% |
APR | 11 |
Speed | 0.91 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Crit. mult. | +156% |
Light | +15% |
Fire | +5% |
Physical | +30% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Mind | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 55.08934837382 (86.151787968034%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 25 |
Physical Save | 53 |
Spell Save | 22 |
Mental Save | 27 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 15%( 70%) |
All | + 10%( 70%) |
Darkness | + 42%( 70%) |
Light | + 15%( 70%) |
Temporal | + 18%( 70%) |
Crit. shrug | +24% |
Fire | + 51%( 70%) |
Physical | + 33%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Teleport Resistance | 10% |
Disarm Resistance | 53% |
Stun Resistance | 30% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 435 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 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 lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Strength 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 Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed giant spider spinneret. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * You've found the needed red crystal shard. 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 green worm. * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. | 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 within5 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 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +5 Mag offense ------ Ignore Armor +3 defense ------ Armor +12 Fatigue +3% other ------- Stamina/turn +0.60 Max stamina +16.00 See Invisibility +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +10 (+3 eff.) Resistance +9% blight +3% temporal +6% darkness Life +44.00 Life Regen +2.00 Blind Resist +20% Silence Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore Armor +6 defense ------ Defense +15 (+5 eff.) Resistance +6% darkness Crit Resistance 10.00% Life +40.00 Pinning Resist +20% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.9 Power cost 26 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 +85 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. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +12% physical Accuracy +8 (+2 eff.) defense ------ Defense +25 (+8 eff.) Resistance +6% temporal +12% physical Teleport Resist +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Life +45.00 Life Regen +6.00 Healmod +11% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) Ignore resists +20% nature defense ------ Resistance +6% light +9% acid Physical save +10 (+3 eff.) Mind save +12 (+6 eff.) Unlife -40.00 life Life +80.00 Life Regen +2.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Master/Psionic Weapon Damage 148% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * 10% chance to slow global speed by 44% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +9 Str +3 Con offense ------ Physical Power +10 (+3 eff.) Damage +12% physical Ignore resists +10% physical Accuracy +12 (+3 eff.) defense ------ Resistance +6% blight +6% fire +5% arcane Disarm Resist +22% other ------- Max hate +6.00 Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Wil +2 Con offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Critical power +6.00% On-Hit 9 fire Damage +9% cold +5% fire When Hit 2 cold defense ------ Armor +2 Fatigue +3% Resistance +9% blight +8% fire Disarm Resist +31% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-crit, radius 2 +8 fire On Hit: 10% Disarm level 3 On Hit: 10% Fire Breath level 3 On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +8 Con defense ------ Armor +18 Fatigue +25% Resistance +13% physical +32% fire -15% light +24% darkness Physical save +31 (+9 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Healmod +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +6 Str +3 Mag offense ------ Damage +15% light Accuracy +20 (+5 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +15% light Life +58.00 other ------- Max stamina +19.00 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Wil +5 Cun +3 Con offense ------ Mind Crit +3% Physical Power +6 (+2 eff.) Mindpower +5 (+2 eff.) Move Speed +10% Combat Speed +10% Damage +6% physical Ignore resists +10% mind defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.50 Max hate +2.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -315 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 630 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -388 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 776 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 888% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 23% for 2 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 309.43 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 425 damage for 3 turns. 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 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag offense ------ Mind Crit +4% Ignore resists +20% darkness +10% mind defense ------ Resistance +13% fire +9% darkness +12% cold Mind save +6 (+3 eff.) other ------- Psi when Hit +0.20 Max psi +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +8.0% Ignore resists +20% physical defense ------ Resistance +18% lightning +6% blight Stun Resist +27% other ------- Max stamina +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +6% blight +14% fire +3% lightning +12% cold Life +40.00 Life Regen +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Str defense ------ Resistance +11% temporal Pinning Resist +23% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% acid +3% darkness defense ------ Resistance +22% acid Crit Resistance 15.00% Spell save +3 (+2 eff.) Life +80.00 Cut Resist +10% Pinning Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil defense ------ Crit Resistance 5.00% Mind save +6 (+3 eff.) Life +24.00 Disarm Resist +21% Pinning Resist +24% Knockbk Resist +23% other ------- EQ when Hit +0.08 Max hate +10.00 Light +2 Infravision +3 See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +8 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +9 (+4 eff.) defense ------ Armor +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane Weapon Damage 164% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +10 temporal On Critical: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: defense ------ Resistance +14% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +7 fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego+] Master Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +6 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 72% 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 +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Spellpower +5 (+2 eff.) Mindpower +2 (+1 eff.) On-Hit 4 mind 5 darkness Damage +4% mind +3% darkness When Hit 6 mind defense ------ Resistance +12% acid +3% physical +6% darkness Unlife -60.00 life Teleport Resist +20% other ------- Max mana +60.00 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 T4 staff 2H weapon Reqs Mag 35 [Ego] 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 +13% Spellpower +12 (+6 eff.) Damage +25% lightning other ------- Mana/turn +0.26 Max mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +6% blight defense ------ Defense +15 (+5 eff.) Fatigue -5% Resistance +12% lightning Life +20.00 Healmod +5% Stun Resist +20% other ------- Encumbrance +24 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% cold When Hit 6 cold defense ------ Resistance +7% lightning +6% temporal +1% physical +3% nature +9% acid Physical save +3 (+1 eff.) Life Regen +4.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% lightning +9% temporal +3% cold Crit Resistance 5.00% Life +77.00 Confus Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +10% darkness +19% temporal Out-of-Phase Defense +18 Out-of-Phase Resistance +12% Out-of-Phase Resilience +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown 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 (+0 eff.) Life +33.00 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 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+0 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +18% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Crit +4.0% Critical power +10.00% Ignore resists +5% fire +5% physical Ignore Armor +1 defense ------ Armor +3 Fatigue +2% Resistance +1% physical Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 95% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. 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 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Dex +2 Cun +3 Con offense ------ Spellpower +6 (+3 eff.) Damage +15% lightning Ignore resists +5% lightning +10% cold When Hit 2 lightning defense ------ Armor +3 Resistance +3% cold Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 112% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +15% nature When Hit 4 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 18 defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +3% mind 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 T1 feet armor [Rare] Psionic While equipped: Stats +6 Str +6 Wil +3 Cun defense ------ Armor +1 Resistance +1% physical Crit Resistance 5.00% Physical save +6 (+2 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) other ------- Infravision +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +7.0% Spell Crit +7% Mind Crit +7% Critical power +6.00% Damage +18% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 defense ------ Armor +1 other ------- Infravision +3 Unarmed combat: Weapon Damage 106% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Crit: 20% Cripple level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 light Damage +4% light Accuracy +12 (+3 eff.) defense ------ Armor +2 Resistance +7% light Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Searing Light level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +3 Cun offense ------ Mind Crit +2% Critical power +15.00% Mindpower +4 (+2 eff.) Damage +3% mind Accuracy +5 (+1 eff.) defense ------ Armor +3 Fatigue +5% other ------- EQ when Hit +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% blight defense ------ Defense +1 (+0 eff.) Resistance +11% blight +3% fire +3% mind +3% acid Unlife -60.00 life Disease Resist +20% Knockbk Resist +20% A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Con defense ------ Armor +4 Fatigue +4% Crit Resistance 15.00% Mind save +12 (+6 eff.) Life Regen +4.00 Healmod +20% Knockbk Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +6 Str +6 Dex defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal Skullcracker: 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 440.5 Physical damage. If the attack hits, the target is confused (40% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +19% acid Life Regen +2.00 other ------- Stamina/turn +1.20 A suit of armour made of leather. |
![]() 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +15.00% Damage +9% physical Ignore resists +5% fire Ignore Armor +2 defense ------ Fatigue -5% Resistance +3% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +9% blight defense ------ Defense +20 (+7 eff.) Resistance +11% nature Unlife -60.00 life Disarm Resist +10% While carried: other ------- Talents +1 Dig 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. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 (+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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Mag +4 Con offense ------ Damage +3% mind defense ------ Crit Resistance 15.00% Life +43.00 other ------- Light +3 See Invisibility +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% darkness +3% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Resistance +3% darkness Physical save +6 (+2 eff.) Healmod +11% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ When Hit 2 arcane defense ------ Defense +5 (+2 eff.) Resistance +6% temporal Mind save +6 (+3 eff.) Life Regen +4.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance 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 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% fire Ignore resists +5% light When Hit 6 acid defense ------ Resistance +9% fire Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Resistance +9% acid Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to heal for 45. 100% to reduce fatigue by 37% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 290 Base Damage: 155 Armor: 0 All Resist: 4 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% darkness defense ------ Defense +5 (+2 eff.) Resistance +3% mind Mind save +6 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce fatigue by 28% for 2 turns. 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 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 HellIsPlayingBerserker the Ogre Berserker level 10
14th Dusk 122nd year of Ascendancy at 16:27 see stats
By HellIsPlayingBerserker the Ogre Berserker level 23
9th Regrowth 123rd year of Ascendancy at 13:14 see stats
By HellIsPlayingBerserker the Ogre Berserker level 10
14th Dusk 122nd year of Ascendancy at 16:25 see stats
By HellIsPlayingBerserker the Ogre Berserker level 20
76th Haze 122nd year of Ascendancy at 23:32 see stats
By HellIsPlayingBerserker the Ogre Berserker level 18
36th Haze 122nd year of Ascendancy at 06:41 see stats
By HellIsPlayingBerserker the Ogre Berserker level 23
10th Regrowth 123rd year of Ascendancy at 00:24 see stats
By HellIsPlayingBerserker the Ogre Berserker level 14
62nd Dusk 122nd year of Ascendancy at 14:59 see stats
By HellIsPlayingBerserker the Ogre Berserker level 28
29th Regrowth 123rd year of Ascendancy at 10:39 see stats
By HellIsPlayingBerserker the Ogre Berserker level 7
6th Mirth 122nd year of Ascendancy at 07:49 see stats
By HellIsPlayingBerserker the Ogre Berserker level 18
67th Haze 122nd year of Ascendancy at 17:58 see stats
By HellIsPlayingBerserker the Ogre Berserker level 7
8th Mirth 122nd year of Ascendancy at 01:46 see stats
By HellIsPlayingBerserker the Ogre Berserker level 22
80th Haze 122nd year of Ascendancy at 03:32 see stats
By HellIsPlayingBerserker the Ogre Berserker level 15
5th Haze 122nd year of Ascendancy at 13:42 see stats
Log
Cutpurse resists the knockback!
Fire drake hatchling resists the knockback!
Storm drake hatchling resists the knockback!
Fire drake misses Poleravena the fire drake.
HellIsPlayingBerserker resists!
Fire drake hatchling resists!
Melee retaliation hits Fire drake for 0 fire damage.
Rimebark's ice area effect hits Fire drake hatchling for 118 cold damage.
Rimebark's ice area effect hits Ritch flamespitter for 132 cold damage.
Rimebark's ice area effect hits Elewyn the storm drake hatchling for 132 cold damage.
Rimebark's ice area effect hits Poleravena the fire drake for 132 cold damage.
Rimebark's ice area effect hits Storm drake hatchling for 107 cold damage.
Rimebark's ice area effect hits Cutpurse for 119 cold damage.
Rimebark's ice area effect hits Fire drake for 132 cold damage.
Rimebark's ice area effect hits HellIsPlayingBerserker for 119 cold damage.
Fire drake hits Fire drake hatchling for 122 physical damage.
Fire drake hits Cutpurse for 115 physical damage.
Fire drake hits 3-headed hydra for 89 physical damage.
Fire drake hits Storm drake hatchling for 118 physical damage.
Melee retaliation hits Fire drake for 3 lightning damage.
Poleravena the fire drake uses Wing Buffet.
Poleravena the fire drake performs a melee critical strike against Cutpurse!
Fire drake hatchling resists the knockback!
Poleravena the fire drake hits Fire drake hatchling for 173 physical, 54 darkness, 122 physical (349 total damage).
Poleravena the fire drake hits Cutpurse for 304 physical damage.
Poleravena the fire drake hits HellIsPlayingBerserker for 77 lightning damage.
Melee retaliation hits Poleravena the fire drake for 1 fire, 1 fire (2 total damage).
HellIsPlayingBerserker the level 29 ogre berserker was shocked to death by Poleravena the fire drake on level 4 of Daikara.
HellIsPlayingBerserker no longer revels in blood quite so much.
HellIsPlayingBerserker's rage subsides!
=====================
Damage dealt
=====================
775,954 physical
3,132 light
2,989 fire
845 nature
710 arcane
246 cold
67 blight
=====================
Damage taken
=====================
51,708 physical
16,212 fire
15,791 nature
12,547 lightning
11,929 cold
9,055 acid
5,924 blight
5,599 darkness
5,118 mind
2,117 light
1,906 arcane
1,386 temporal