Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Mindslayer |
Level / Exp | 50 / 2014% |
Size | medium |
Lifes / Deaths | Killed by LIGNTNING BLASTER BOI at level 50 on the 22nd Shortage 123rd year of Ascendancy at 23:17 7 / 1 |
Primary Stats
Strength | 36 (base 12) |
Dexterity | 84 (base 60) |
Constitution | 62 (base 28) |
Magic | 44 (base 21) |
Willpower | 104 (base 60) |
Cunning | 128 (base 65) |
Resources
Life | 1417/1438 |
Steam | 100/100 |
Equilibrium | 112 |
Psi | 157/268 |
Healing Factor | 1.5298029716161 |
Regeneration | 80.285098277024 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.0214051826551E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9.0000000000002 |
Infravision | 6 |
See Stealth | 124.8061258948 |
See Invisible | 114.8061258948 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 84 |
Accuracy | 73 |
Crit Chance | 91% |
APR | 80 |
Speed | 1.00 |
Offense: Offhand
Damage | 92 |
Accuracy | 73 |
Crit Chance | 91% |
APR | 88 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 78% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Blight | +34% |
Physical | +18% |
Cold | +17% |
All | 0% |
Lightning | +34% |
Light | +19% |
Temporal | +5% |
Mind | +24% |
Darkness | +6% |
Fire | +43% |
Nature | +15% |
Offense: Damage Penetration
Lightning | +59% |
Light | +74% |
Temporal | +60% |
Cold | +60% |
Physical | +78% |
Mind | +99% |
All | +45% |
Defense: Base
Armour (hardiness) | 65 (65.324392949321%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 67 |
Mental Save | 79 |
Defense: Resistances
Acid | + 57%( 70%) |
Lightning | + 70%( 70%) |
Nature | + 41%( 70%) |
Temporal | + 55%( 70%) |
Blight | + 66%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 31%( 70%) |
All | + 26%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 75% |
Disarm Resistance | 100% |
Confusion Resistance | 20% |
Knockback Resistance | 100% |
Stun Resistance | 88% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 606 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 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 316 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 864% 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 Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Psionic / Projection | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Psionic / Charged mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Focus | 1.70 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | A psionic charge is keeping your heart pumping, allowing you to survive to -294 health. Heart Started |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Islina the forest wight. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Adama the snow giant thunderer. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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
Psionic focus | Ivirena (56-85 power, 4 apr) Ivirena (56-85 power, 4 apr) 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Master Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +8 temporal On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * project a beam of lightning While equipped: dps ---------- Phys.crit +41.0% Crit.mult +49.00% Acc +21 (+5 eff.) Apr +21 On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +8 Defense +21 (+5 eff.) Resists +12% acid HP.reg +5.23 Disarm- +70% Knockbk- +26% Massive two-handed battleaxes. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Light source | dwarven lantern 'Porotha' dwarven lantern 'Porotha' 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +12 Con dps ---------- Spell.crit +3% Dmg.mod +12% light ----- def ----- Armour +6 Resists +28% blight +9% temporal +6% arcane Spell.save +9 (+2 eff.) Mind.save +29 (+6 eff.) Die.at -80.00 life HP.reg +30.00 ---------- misc Light +8 See.Stealth +56 See.Invis +46 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Xerima the drakeskin leather hat (0 def, 17 armour) Xerima the drakeskin leather hat (0 def, 17 armour) 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Cun +3 Str dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +15 (+3 eff.) Res.pen +32% physical ----- def ----- Armour +17 Fatigue +5% Resists +9% lightning +12% temporal +6% arcane Mind.save +15 (+3 eff.) ---------- misc Stam/turn +3.00 Psi/ret +0.40 Infravis +4 A hat made of leather. Very stylish. |
On feet | Cyrimina the pair of dwarven-steel boots (0 def, 4 armour) Cyrimina the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +4 Fatigue -4% Resists +21% lightning Phys.save +25 (+6 eff.) HP.reg +4.00 Blind- +20% Confus- +20% Pinning- +25% Knockbk- +25% Teleport- +120% ---------- misc Max.enc +35 Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | voratun torque of clear mind 'Prismsever' [power 5] (22 cooldown) voratun torque of clear mind 'Prismsever' [power 5] (22 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- Mind.crit +7% Crit.mult +43.41% Res.pen +29% light +29% mind ---------- misc Hate/m.crit +5.85 Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Rootglory Rootglory0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Cun +7 Mag dps ---------- Crit.mult +20.40% Spell.pwr +13 (+5 eff.) Mind.pwr +25 (+5 eff.) Dmg.mod +15% nature +24% acid On Hit (Melee): * 20% chance to slow global speed by 72% * 20% chance to reduce armor by 33% ---------- misc Max.psi +50.99 Rings make your fingers look great! |
On fingers | Stormnaught Stormnaught0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Dex +12 Con dps ---------- Dmg.mod +12% lightning +18% mind Res.pen +25% mind Melee Ret 11 physical ----- def ----- Resists +9% lightning Max.HP +42.00 Disarm- +50% Pinning- +50% Knockbk- +50% Rings make your fingers look great! |
Around neck | Zubitta Zubitta0.1 T4 amulet jewelry [Random Unique] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Crit.mult +29.00% Spell.pwr +17 (+6 eff.) Dmg.mod +5% temporal +7% light +19% blight +18% fire +8% physical +6% darkness Phasing +10% Apr +3 ----- def ----- Defense +10 (+2 eff.) Spell.save +9 (+2 eff.) Die.at -20.00 life Amulets make your neck look great! |
In main hand | creative pulsing mindstar of storms (13-14 power, 32 apr, mind damage) creative pulsing mindstar of storms (13-14 power, 32 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * project a beam of lightning While equipped: Stats +5 Str +3 Dex +3 Mag +5 Wil +10 Cun +4 Con dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +8 (+1 eff.) Melee+ 7 lightning Dmg.mod +9% lightning Res.pen +14% lightning ----- def ----- Resists +13% lightning ---------- misc 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. |
Around waist | Turavor Turavor 1.0 T3 belt armor [Rare] Master While equipped: Stats +12 Cun +6 Wil dps ---------- Crit.mult +15.00% Against +33% Summoned ----- def ----- Defense +10 (+2 eff.) Resists +30% acid D.Red.from +31% Summoned Spell.save +9 (+2 eff.) Proj.slow +25% ---------- misc Equi/ret +0.16 A belt that goes around your waist. |
In off hand | Wintersteel (18-19 power, 40 apr, mind damage) Wintersteel (18-19 power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +4 cold On Crit.r2 +16 temporal On Crit: * project a beam of lightning While equipped: Stats +7 Wil dps ---------- Mind.crit +17% Mind.pwr +10 (+2 eff.) Dmg.mod +13% lightning +25% fire +17% cold Res.pen +15% temporal +15% cold ----- def ----- Resists +12% temporal +6% cold Spell.save +10 (+2 eff.) Max.HP +49.00 HP.reg +2.00 ---------- misc Hate/m.crit +6.00 Psi/m.crit +6.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
Cloak | elven-silk cloak 'Cyruma' (3 def, 0 armour) elven-silk cloak 'Cyruma' (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +22.00% Dmg.mod +6% mind +15% blight Acc +14 (+3 eff.) Apr +13 Melee Ret 6 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +26% blight +6% temporal +20% nature +30% lightning Phys.save +14 (+3 eff.) Mind.save +11 (+2 eff.) Stealth +11 Die.at -50.00 life HP.reg +11.00 Heal.mod +19% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crimson Robe (12 def, 10 armour) Crimson Robe (12 def, 10 armour) 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Armour +10 Defense +12 (+3 eff.) Resists +15% all Crit.chn- 35.00% ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
Blood of Life Blood of Life0.4 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..." |
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion of the psychic (heal 248; cd 13) healing infusion of the psychic (heal 248; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 332; cd 12) healing infusion of the sneak (heal 332; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 332 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 313; cd 11) healing infusion of the sneak (heal 313; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 313 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 893%; cd 10) movement infusion of the titan (speed 893%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 893% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 495; 17 cd) regeneration infusion of the sneak (heal 495; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 419; 15 cd) regeneration infusion of the titan (heal 419; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 419 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 20%; magical, physical; dur 4; cd 11) wild infusion (res 20%; magical, physical; dur 4; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 43%; physical; dur 3; cd 12) wild infusion of the sneak (res 43%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous 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 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 45%; mental; dur 3; cd 10) wild infusion of the sneak (res 45%; mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 25%; physical; dur 4; cd 10) wild infusion of the wizard (res 25%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous 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. |
2 schematic: Ablative Armour 2 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Air Recycler 5 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement 4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support 2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Botanical Shell 4 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field 2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Explosive Shell 10 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon 3 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Headlamp 6 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser 5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell 4 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil 3 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator 3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread 2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve 5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Poison Groove 5 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Razor Edge 7 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rocket Boots 5 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating 2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector 4 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Shell 6 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge 2 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Shocking Touch 6 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Solid Shell 3 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamgun 7 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamsaw 7 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade 3 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Viral Injector 6 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve 2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill Edge 4 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Galequill Galequill0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Dmg.mod +3% lightning ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +22% ---------- misc See.Invis +3 Amulets make your neck look great! |
Yarokalthothel the steel amulet Yarokalthothel the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +2 Cun +3 Con dps ---------- Dmg.mod +12% mind ----- def ----- Crit.chn- 15.00% ---------- misc Light +2 Amulets make your neck look great! |
Yarakaltholeg the Brightparry Yarakaltholeg the Brightparry0.1 T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +1% Spell.pwr +20 (+7 eff.) Mind.pwr +11 (+2 eff.) Dmg.mod +12% arcane Res.pen +10% light Melee Ret 4 light ----- def ----- Resists +21% mind Crit.chn- 15.66% Mind.save +9 (+2 eff.) Confus- +54% ---------- misc Light +2 Masteries +0.28 Psionic/Focus +0.28 Psionic/Projection Amulets make your neck look great! |
Yvona the Bileradiance Yvona the Bileradiance0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 7 light 7 darkness Dmg.mod +3% nature +15% arcane +8% darkness +7% light On Melee Ret: * 8% chance to reduce damage dealt by 34% * 7% chance to blind ----- def ----- Fatigue -5% Resists +12% light +12% darkness +5% arcane HP.reg +3.00 Blind- +31% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
gold amulet of manastreaming gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.20 Max.mana +25.00 Amulets make your neck look great! |
voratun amulet 'Shimmerspiker' voratun amulet 'Shimmerspiker'0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning On Hit (Melee): * 21% chance to reduce all saves and defense by 43 ----- def ----- Resists +15% physical +5% arcane +18% darkness Heal.mod +21% Blind- +21% Cut- +21% Knockbk- +21% ---------- misc Stam/turn +1.20 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring 'Layoma' copper ring 'Layoma'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Mag +1 Cun dps ---------- Crit.mult +5.00% Apr +1 ----- def ----- Armour +6 Defense +20 (+4 eff.) Phys.save +3 (+1 eff.) Rings make your fingers look great! |
steel ring 'Beriroddathad' steel ring 'Beriroddathad'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Mag +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% cold ----- def ----- Fatigue -5% Resists +3% acid +24% cold ---------- misc Max.enc +24 Infravis +3 Rings make your fingers look great! |
Flashwalker the gold ring Flashwalker the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Dmg.mod +13% acid +6% physical ----- def ----- Resists +26% acid ---------- misc Stam/turn +2.00 Light +3 Rings make your fingers look great! |
Dayravage Dayravage0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +6 Wil +10 Cun dps ---------- Spell.pwr +9 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +9% arcane Res.pen +5% arcane ----- def ----- Resists +9% light Max.HP +38.00 Disarm- +43% Pinning- +36% Knockbk- +26% ---------- misc Light +3 Rings make your fingers look great! |
Glacierwell the stralite ring Glacierwell the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +8 (+1 eff.) Melee Ret 6 cold ----- def ----- Defense +15 (+3 eff.) Resists +9% cold Spell.save +16 (+4 eff.) Max.HP +31.00 Disease- +20% Disarm- +28% Pinning- +34% Knockbk- +36% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +23.00 Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Alekor the Forestvortex Alekor the Forestvortex0.1 T5 ring jewelry [Random Unique] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid ----- def ----- Resists +6% acid +3% temporal +3% blight +3% fire +6% nature +9% lightning Phys.save +15 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +15 (+3 eff.) Max.HP +45.00 HP.reg +6.00 Disarm- +40% Pinning- +48% Stun/Frz- +44% Knockbk- +41% Rings make your fingers look great! |
Cholach the voratun ring Cholach the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Wil +9 Cun +8 Con dps ---------- Mind.crit +3% Mind.pwr +23 (+4 eff.) Melee Ret 6 arcane 2 blight ----- def ----- Resists +15% nature +12% blight Phys.save +16 (+4 eff.) Poison- +27% Disease- +21% ---------- misc Psi/ret +0.08 Max.hate +2.00 Rings make your fingers look great! |
dragonbone magestaff 'Growwalker' (30-36 power, 6 apr, arcane element) dragonbone magestaff 'Growwalker' (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Dmg.mod +18% blight +20% acid +27% nature +30% arcane Res.pen +20% nature On Hit (Melee): * 27% chance to slow global speed by 72% ----- def ----- Resists +18% mind +33% lightning Spell.save +18 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Biromifast the voratun battleaxe (66-98 power, 4 apr) Biromifast the voratun battleaxe (66-98 power, 4 apr) 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Nature/Master Power 65.5 - 98.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Phasing +10% Melee+ +23 nature +8 mind On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% * project a beam of lightning While equipped: Stats +13 Str dps ---------- Phys.crit +16.0% Phys.pwr +24 (+8 eff.) Dmg.mod +21% physical Acc +24 (+6 eff.) ---------- misc Stam/turn +3.00 Massive two-handed battleaxes. |
Glorunor the voratun battleaxe (74-111 power, 4 apr) Glorunor the voratun battleaxe (74-111 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Nature Power 74.0 - 111.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Phasing +32% Melee+ +20 blight On Crit.r2 +20 physical While equipped: Stats +21 Con +21 Wil ----- def ----- Armour +6 Resists +12% blight Die.at -84.29 life Max.HP +154.00 Massive two-handed battleaxes. |
Urozilakor the voratun greatmaul (70-105 power, 4 apr) Urozilakor the voratun greatmaul (70-105 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Nature/Master Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 nature +16 blight On Hit.r1 +12 mind On Crit.r2 +8 blight While equipped: Stats +14 Str +12 Dex +16 Mag +12 Wil +17 Cun +7 Con dps ---------- Res.pen +16% physical Acc +28 (+7 eff.) Apr +17 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Resists +3% blight Massive two-handed mauls. |
caustic voratun greatmaul of ruin (67-100 power, 4 apr) caustic voratun greatmaul of ruin (67-100 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 67.0 - 100.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +16 acid +38 nature While equipped: dps ---------- Phys.crit +16.0% Crit.mult +45.00% Res.pen +27% acid +33% nature Apr +31 Massive two-handed mauls. |
enhanced voratun greatsword of massacre (80-127 power, 4 apr) enhanced voratun greatsword of massacre (80-127 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 79.5 - 127.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Str +10 Dex +14 Mag +13 Wil +10 Cun +12 Con Massive two-handed swords. |
caustic voratun waraxe (40-56 power, 6 apr) caustic voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +45 acid +42 nature While equipped: dps ---------- Res.pen +25% acid +25% nature Apr +15 One-handed war axes. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 59 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Hathandil (5-6 power, 18 apr, nature damage) Hathandil (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+1 eff.) Melee+ 5 mind 3 darkness Dmg.mod +4% mind +4% darkness ----- def ----- Resists +3% fire Phys.save +4 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+1 eff.) Confus- +10% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +0.60 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. |
Kinetic Focus (6-7 power, 18 apr, physical damage) Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+1 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
vined mindstar 'Delubar' (4-5 power, 18 apr, nature damage) vined mindstar 'Delubar' (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +4 mind While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +6% nature Res.pen +15% blight ----- def ----- Resists +8% blight Spell.save +4 (+1 eff.) Disease- +28% ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 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. |
wrathful thorny mindstar of storms (9-10 power, 24 apr, mind damage) wrathful thorny mindstar of storms (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +4 Mag +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +7% Mind.pwr +6 (+1 eff.) Melee+ 9 lightning Dmg.mod +8% lightning Res.pen +4% lightning ----- def ----- Resists +9% lightning ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 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. |
Frosthunt (13-14 power, 32 apr, mind damage) Frosthunt (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +8 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 23 While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 4 lightning 4 physical 4 cold 6 acid 2 fire Dmg.mod +14% darkness Res.pen +10% darkness +20% blight ----- def ----- Resists +17% lightning +3% physical +5% darkness +15% fire +7% acid +12% cold Blind- +14% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness +0.10 Psionic/Absorption +0.10 Psionic/Voracity 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. |
hungering pulsing mindstar of sand (13-14 power, 32 apr, mind damage) hungering pulsing mindstar of sand (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 8 physical Dmg.mod +12% physical Res.pen +4% physical ----- def ----- Resists +7% physical ---------- misc Hate/kill +1.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 190.96 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Floequeen the living mindstar (16-18 power, 40 apr, mind damage) Floequeen the living mindstar (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 cold While equipped: dps ---------- Mind.crit +11% Mind.pwr +16 (+3 eff.) Melee+ 10 lightning 8 physical 10 cold 10 acid 10 fire Dmg.mod +24% darkness +12% temporal +25% mind +9% cold Res.pen +10% temporal Melee Ret 6 cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% lightning +10% physical +9% fire +10% cold +10% acid Max.HP +83.00 HP.reg +3.90 ---------- misc Psi/m.crit +4.00 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. |
Nexus of the Way (22-24 power, 40 apr, mind damage) Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 51 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 86 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Xetha (16-18 power, 40 apr, mind damage) Xetha (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +1 Wil +7 Cun dps ---------- Mind.crit +5% Crit.mult +23.00% Mind.pwr +10 (+2 eff.) Dmg.mod +9% nature Res.pen +8% nature +5% temporal ----- def ----- Resists +7% nature Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/kill +4.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony +0.20 Cursed/Dark sustenance +0.10 Psionic/Voracity Inflict 213.28 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of sand (15-16 power, 40 apr, mind damage) gifted living mindstar of sand (15-16 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +22 (+4 eff.) Melee+ 12 physical Dmg.mod +17% physical Res.pen +20% physical ----- def ----- Resists +20% physical ---------- misc 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. |
living mindstar 'Frozenqueller' (18-19 power, 40 apr, nature damage) living mindstar 'Frozenqueller' (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +20 (+4 eff.) Melee+ 20 cold Dmg.mod +18% cold +23% mind +23% darkness Res.pen +13% cold +14% mind +15% darkness Melee Ret 12 cold ----- def ----- Armour +20 Resists +3% blight +9% cold +6% arcane +3% physical Mind.save +19 (+4 eff.) Stun/Frz- +10% ---------- misc Max.hate +10.00 Max.psi +46.00 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. |
Umbraquick (38-57 power, 0 apr) Umbraquick (38-57 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Rare] Master/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +30% lightning +9% physical +15% darkness +21% blight Spell.save +12 (+3 eff.) Mind.save +15 (+3 eff.) Poison- +27% Silence- +27% ---------- misc Hate/m.crit +5.00 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! |
elemental voratun steamsaw of projection (38-58 power, 0 apr) elemental voratun steamsaw of projection (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Arcane/Psionic/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 76 fire damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +28% fire Res.pen +26% fire ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc 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! |
quick voratun steamsaw of paradox (42-62 power, 0 apr) quick voratun steamsaw of paradox (42-62 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Arcane/Master/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +97 Melee+ +18 temporal Uses 1.0 Steam While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +25 (+6 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +20% temporal ---------- misc 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! |
dragonbone longbow dragonbone longbow4.0 T5 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Longbows are used to shoot arrows at your foes. |
Glytta the Starcutter (0 def, 0 armour) Glytta the Starcutter (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +6 Mag +7 Wil +6 Con dps ---------- Spell.pwr +14 (+5 eff.) Dmg.mod +25% lightning +16% physical +24% cold +12% nature +10% all Res.pen +25% light +10% cold Melee Ret 4 light ----- def ----- Resists +10% lightning +9% cold +13% all Poison- +29% Disease- +40% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe of power (0 def, 0 armour) tormentor's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +8 Cun dps ---------- Crit.mult +14.00% Spell.pwr +13 (+5 eff.) Dmg.mod +15% all ----- def ----- Resists +13% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightpulverizer (20 def, 13 armour) Lightpulverizer (20 def, 13 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +20 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +13 Defense +20 (+4 eff.) Fatigue +8% Resists +10% acid +10% cold +9% light +15% fire Max.HP +57.00 HP.reg +14.10 Heal.mod +13% ---------- misc Breathe water A suit of armour made of leather. |
radiant drakeskin leather armour of command (35 def, 16 armour) radiant drakeskin leather armour of command (35 def, 16 armour)9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +16 Defense +35 (+7 eff.) Fatigue +8% Resists +30% blight +30% darkness Mind.save +25 (+5 eff.) ---------- misc Light +2 A suit of armour made of leather. |
Broduthel the rough leather belt Broduthel the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Res.pen +25% mind ----- def ----- Resists +2% physical Max.HP +32.00 A belt that goes around your waist. |
Xerewyn the Lightningstun Xerewyn the Lightningstun1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +42 (+14 eff.) Dmg.mod +27% lightning +9% blight Res.pen +15% blight +20% physical Apr +4 ----- def ----- Phys.save +6 (+1 eff.) Spell.save +15 (+4 eff.) ---------- misc Max.stam +30.00 Size +1 A belt that goes around your waist. |
drakeskin leather belt 'Shockstake' drakeskin leather belt 'Shockstake'1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% lightning +6% darkness Res.pen +5% lightning Melee Ret 6 lightning ----- def ----- Defense +19 (+4 eff.) Fatigue -9% Resists +9% lightning +14% light +23% darkness Stealth +14 ---------- misc Max.enc +41 A belt that goes around your waist. |
Islyrin the linen cloak (31 def, 0 armour) Islyrin the linen cloak (31 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +31 (+7 eff.) Resists +3% mind +1% physical ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfidodil the Shockbrawn (10 def, 0 armour) Ulfidodil the Shockbrawn (10 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Mag +5 Wil +4 Cun dps ---------- Spell.crit +6% Res.pen +10% lightning Acc +3 (+0 eff.) Apr +5 Melee Ret 4 arcane ----- def ----- Defense +10 (+2 eff.) Phys.save +8 (+2 eff.) ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchquell the elven-silk cloak (21 def, 0 armour) Pitchquell the elven-silk cloak (21 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +10% darkness Acc +20 (+5 eff.) ----- def ----- Defense +21 (+5 eff.) Resists +10% acid +1% physical +34% light +10% lightning +16% blight +10% cold +19% nature +34% fire Phys.save +12 (+3 eff.) Stealth +15 HP.reg +11.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 43 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Scaldlash (0 def, 1 armour) Scaldlash (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% physical Acc +10 (+2 eff.) Melee Ret 4 fire ----- def ----- Armour +1 Resists +1% physical Phys.save +6 (+1 eff.) Die.at -60.00 life HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
Polotha the Bileswift (0 def, 5 armour) Polotha the Bileswift (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning +20% mind Melee Ret 10 nature 10 lightning On Hit (Melee): * 21% chance to slow global speed by 72% * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +5 Fatigue -9% Resists +21% nature Phys.save +15 (+4 eff.) ---------- misc Max.enc +47 A pair of boots made of leather. |
pair of drakeskin leather boots 'Radiancehash' (0 def, 5 armour) pair of drakeskin leather boots 'Radiancehash' (0 def, 5 armour)2.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +26% blight +25% light ----- def ----- Armour +5 Fatigue -10% Resists +18% blight +21% light Crit.chn- 15.66% Spell.save +15 (+4 eff.) Max.HP +47.00 Knockbk- +20% ---------- misc Stam/turn +0.80 A pair of boots made of leather. |
Zubabrenor the pair of iron boots (0 def, 3 armour) Zubabrenor the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +11 Mag +4 Cun +3 Con ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +3 Rush: Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 25/25. Range 9 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkfame the pair of dwarven-steel boots (0 def, 4 armour) Murkfame the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Wil +4 Con dps ---------- Mind.pwr +25 (+5 eff.) Dmg.mod +12% mind +30% darkness ----- def ----- Armour +4 Fatigue +3% Resists +9% light ---------- misc Hate/m.crit +3.00 Rush: Puts all charms on 22 cooldown Level 3.5 Pwr.cost 22 out of 25/25. Range 8 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhodragrim the Splendourwilder (6 def, 4 armour) Rhodragrim the Splendourwilder (6 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +8 Mag +4 Wil +4 Con dps ---------- Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +7% acid +7% blight Res.pen +7% physical On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% Resists +18% acid Disease- +24% ---------- misc Light +1 Blindside: Puts all charms on 22 cooldown Level 2.5 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of voratun boots 'Neryvea' (22 def, 5 armour) pair of voratun boots 'Neryvea' (22 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Wil +10 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +20 (+4 eff.) ----- def ----- Armour +5 Defense +22 (+5 eff.) Fatigue +4% Resists +3% nature Phys.save +20 (+5 eff.) Mind.save +19 (+4 eff.) ---------- misc Max.psi +10.00 Evasion: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arolle the hardened leather gloves (0 def, 8 armour) Arolle the hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 physical Dmg.mod +3% arcane +6% physical Res.pen +5% temporal Acc +13 (+3 eff.) ----- def ----- Armour +8 Resists +9% temporal Phys.save +11 (+3 eff.) Mind.save +12 (+2 eff.) Disarm- +58% 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. |
Airpython (0 def, 2 armour) Airpython (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 11 mind Dmg.mod +5% mind +9% lightning Res.pen +10% acid Melee Ret 6 acid 10 lightning 10 blight ----- def ----- Armour +2 Fatigue +3% Resists +8% mind +21% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
shielding cashmere wizard hat of blight (+12%) (2 def, 0 armour) shielding cashmere wizard hat of blight (+12%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +12% blight ----- def ----- Defense +2 (+1 eff.) Resists +12% blight Spell.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
Plagueworth (1 def, 0 armour) Plagueworth (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +5 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% lightning +9% nature Res.pen +5% nature Melee Ret 4 physical ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning +2% physical A pointy cloth hat, very wizardly... |
Camanik the Flame's kiss (22 def, 10 armour) Camanik the Flame's kiss (22 def, 10 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Cun dps ---------- Crit.mult +15.00% Apr +4 ----- def ----- Armour +10 Defense +22 (+5 eff.) Fatigue +3% Resists +9% fire +15% cold +5% all Phys.save +10 (+2 eff.) ---------- misc Stam/turn +3.00 A cap made of leather. |
Zanimaleg (0 def, 6 armour) Zanimaleg (0 def, 6 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +4 Dex +4 Mag +4 Wil dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +6% physical Phys.save +6 (+1 eff.) ---------- misc Infravis +3 A cap made of leather. |
Cyruth (3 def, 0 armour) Cyruth (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +8 Wil +3 Mag dps ---------- Crit.mult +41.31% Dmg.mod +18% nature +9% arcane ----- def ----- Defense +3 (+1 eff.) Resists +27% nature Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Equi/ret +0.56 Psi/ret +0.12 Mana/s.crit +2.63 A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+5 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 26 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Umbrawing (3 def, 0 armour) Umbrawing (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: Stats +5 Str +10 Mag +3 Con dps ---------- Spell.pwr +20 (+7 eff.) S.pwr/crit +14 Dmg.mod +27% blight ----- def ----- Defense +3 (+1 eff.) Resists +12% darkness Crit.chn- 15.00% Spell.save +15 (+4 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Mana/turn +0.12 Infravis +4 A pointy cloth hat, very wizardly... |
iron helm 'Aeromamnir' (25 def, 3 armour) iron helm 'Aeromamnir' (25 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Wil +2 Cun +2 Con dps ---------- Mind.crit +1% Crit.mult +15.00% Res.pen +5% physical ----- def ----- Armour +3 Defense +25 (+5 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Cindernoon' (31 def, 9 armour) voratun helm 'Cindernoon' (31 def, 9 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +26% fire On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +31 (+7 eff.) Fatigue +5% Resists +7% physical +15% nature +12% darkness Crit.chn- 10.00% Spell.save +22 (+5 eff.) Max.HP +110.00 Heal.mod +20% Silence- +21% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.0 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.0 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. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
1585 alchemist agate 1585 alchemist agate0.0 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. |
47 alchemist bloodstone 47 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Eladherin the alchemist's lamp Eladherin the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Dmg.mod +10% mind ----- def ----- Defense +10 (+2 eff.) Resists +15% light +3% temporal Phys.save +6 (+1 eff.) Confus- +10% Teleport- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Yvyvena the alchemist's lamp Yvyvena the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +1 Mag ----- def ----- Resists +5% arcane +9% temporal +3% light +3% darkness Max.HP +57.00 ---------- misc Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Deepsworth' dwarven lantern 'Deepsworth'-1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +16 Mag dps ---------- Spell.pwr +34 (+12 eff.) Dmg.mod +6% darkness Melee Ret 30 fire 2 temporal ----- def ----- Resists +3% temporal +9% darkness +22% fire Mind.save +14 (+3 eff.) ---------- misc Light +9 See.Stealth +25 See.Invis +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel back support dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
perfect black light emitter perfect black light emitter0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +25% darkness ---------- misc Light -5 Infravis +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil mastercraft lightning coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil mastercraft lightning coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil mastercraft lightning coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking edge stralite shocking edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking edge stralite shocking edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking edge stralite shocking edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Emybrenor' (dig speed 19 turns) iron pickaxe 'Emybrenor' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.crit +2% Phys.pwr +25 (+8 eff.) Acc +10 (+2 eff.) ----- def ----- Defense +15 (+3 eff.) Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Issechik the dwarven-steel pickaxe (dig speed 15 turns) Issechik the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +20 Defense +6 (+2 eff.) Resists +8% physical Die.at -80.00 life HP.reg +4.00 Cut- +20% Silence- +20% Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick dwarven-steel torque of clear mind [power 2] (14 cooldown) quick dwarven-steel torque of clear mind [power 2] (14 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
Starravager the stralite torque of gale force [power 370] (13 cooldown) Starravager the stralite torque of gale force [power 370] (13 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% ----- def ----- Resists +9% light ---------- misc Max.hate +10.00 See.Invis +24 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 437 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Arcobeisance [power 5] (22 cooldown) Arcobeisance [power 5] (22 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Con dps ---------- Res.pen +25% lightning ----- def ----- Resists +15% acid +15% fire Max.HP +80.00 Teleport- +21% ---------- misc Light +3 Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Offalstake the yew wand of shielding [power 266] (17 cooldown) Offalstake the yew wand of shielding [power 266] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +27% lightning Res.pen +25% nature +15% mind On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Resists +15% nature Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Murkwreath [power 524] (13 cooldown) Murkwreath [power 524] (13 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.pwr +30 (+10 eff.) Dmg.mod +15% mind Res.pen +26% nature ----- def ----- Armour +12 Resists +3% physical Die.at -82.75 life ---------- misc Stam/turn +3.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 140 lightning damage and will be dazed for 1 turn (702 total damage) Puts all charms on 13 cooldown 100% to heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of lightning storm 'Moldwend' [power 560] (13 cooldown) dragonbone wand of lightning storm 'Moldwend' [power 560] (13 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% mind Res.pen +34% arcane +25% nature Melee Ret 6 light 14 arcane 4 mind On Hit (Melee): * 27% chance to slow global speed by 72% * 27% chance to reduce all saves and defense by 43 ----- def ----- Resists +15% nature +12% light ---------- misc Light +4 Create a radius 3 storm for 5 turns. Each turn, creatures within take 150 lightning damage and will be dazed for 1 turn (750 total damage) Puts all charms on 13 cooldown 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 39
18th Voratun 123rd year of Ascendancy at 22:34 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 48
38th Dearth 123rd year of Ascendancy at 09:44 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 42
31st Voratun 123rd year of Ascendancy at 04:34 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 39
22nd Voratun 123rd year of Ascendancy at 11:55 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 10
14th Profit 122nd year of Ascendancy at 14:59 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 41
26th Voratun 123rd year of Ascendancy at 14:42 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 35
4th Voratun 123rd year of Ascendancy at 08:16 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 23
4th Iron 123rd year of Ascendancy at 00:43 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 34
15th Stralite 123rd year of Ascendancy at 19:41 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 48
41st Dearth 123rd year of Ascendancy at 18:56 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
3rd Shortage 123rd year of Ascendancy at 19:08 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
22nd Shortage 123rd year of Ascendancy at 23:15 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 10
14th Profit 122nd year of Ascendancy at 14:56 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 20
1st Shortage 122nd year of Ascendancy at 08:25 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 30
24th Gold 123rd year of Ascendancy at 00:51 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 40
23rd Voratun 123rd year of Ascendancy at 07:01 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
44th Dearth 123rd year of Ascendancy at 19:28 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
1st Shortage 123rd year of Ascendancy at 18:22 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 28
24th Iron 123rd year of Ascendancy at 18:47 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
22nd Shortage 123rd year of Ascendancy at 23:17 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 42
1st Profit 123rd year of Ascendancy at 19:27 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 34
1st Voratun 123rd year of Ascendancy at 23:27 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 41
26th Voratun 123rd year of Ascendancy at 20:36 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 6
18th Voratun 122nd year of Ascendancy at 18:07 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
22nd Shortage 123rd year of Ascendancy at 23:15 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 49
43rd Dearth 123rd year of Ascendancy at 03:03 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 9
3rd Profit 122nd year of Ascendancy at 00:37 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
1st Shortage 123rd year of Ascendancy at 19:11 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 28
13rd Steel 123rd year of Ascendancy at 23:31 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
22nd Shortage 123rd year of Ascendancy at 23:17 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 50
18th Shortage 123rd year of Ascendancy at 23:32 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 19
25th Loss 122nd year of Ascendancy at 17:00 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 22
3rd Iron 123rd year of Ascendancy at 09:30 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 43
20th Profit 123rd year of Ascendancy at 21:02 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 27
17th Iron 123rd year of Ascendancy at 07:22 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 18
11st Loss 122nd year of Ascendancy at 08:21 see stats
By LIGNTNING BLASTER BOI the Dwarf Mindslayer level 38
16th Voratun 123rd year of Ascendancy at 11:43 see stats
Log
LIGNTNING BLASTER BOI stops regenerating health quickly.
LIGNTNING BLASTER BOI HEALS from cold damage!
Elandar's glacial vapour area effect hits LIGNTNING BLASTER BOI for 56 cold, 36 healing (56 total damage) [36 healing].
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Saving done.