












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 30 / 34% |
Size | big |
Lifes / Deaths | Killed by broken golem at level 19 on the 64th Dusk 122nd year of Ascendancy at 07:48 0 / 7Killed by Voromira the whitehoof maulotaur at level 19 on the 64th Dusk 122nd year of Ascendancy at 08:01 Killed by snow giant thunderer at level 19 on the 64th Dusk 122nd year of Ascendancy at 15:36 Killed by saw horror at level 28 on the 3rd Allure 123rd year of Ascendancy at 09:38 Killed by Grand Corruptor at level 28 on the 3rd Regrowth 123rd year of Ascendancy at 00:45 Killed by Grand Corruptor at level 28 on the 3rd Regrowth 123rd year of Ascendancy at 00:59 Killed by Doomolof II's Inner Demon at level 30 on the 50th Regrowth 123rd year of Ascendancy at 00:10 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 23 (base 10) |
Constitution | 34 (base 15) |
Magic | 73 (base 56) |
Willpower | 42 (base 10) |
Cunning | 29 (base 11) |
Resources
Life | -204/965 |
Stamina | 317/317 |
Vim | 224/286 |
Healing Factor | 1.185336564623 |
Regeneration | 9.7790266581399 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 9 |
See Stealth | 35 |
See Invisible | 43 |
Offense: Mainhand
Damage | 155 |
Accuracy | 52 |
Crit Chance | 36% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 52 |
Crit Chance | 28% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Light | +15% |
Blight | +6% |
Mind | +9% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
All | +25% |
Defense: Base
Armour (hardiness) | 37.317011280365 (72.903125182002%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 16 |
Physical Save | 44 |
Spell Save | 43 |
Mental Save | 34 |
Defense: Resistances
Lightning | + 52%( 70%) |
Acid | + 13%( 70%) |
Light | + 30%( 70%) |
Darkness | + 48%( 70%) |
Cold | + 14%( 70%) |
Physical | + 14%( 70%) |
Fire | + 19%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 26% |
Disarm Resistance | 42% |
Confusion Resistance | 10% |
Knockback Resistance | 43% |
Stun Resistance | 51% |
Instadeath Resistance | 100% |
Blind Resistance | 47% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 437 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 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 400 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Wrath | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Belylaith the giant venus flytrap. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by Glorethra the rattlesnake. Escort: repented thief (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of squid ink. * You've found the needed red crystal shard. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Dex defense ------ Armor +3 Defense +30 (+7 eff.) Resistance +7% fire +7% cold Life Regen +4.00 Blind Resist +20% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Wil offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +6% lightning +7% physical +18% darkness +6% acid Crit Resistance 5.00% Physical save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Cun offense ------ Critical power +10.00% Physical Power +20 (+4 eff.) defense ------ Armor +2 Defense +5 (+1 eff.) Physical save +8 (+3 eff.) Life Regen +4.00 other ------- Max stamina +30.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Physical Power +20 (+4 eff.) Damage +6% blight Accuracy +10 (+4 eff.) defense ------ Defense +25 (+6 eff.) Resistance +6% fire Unlife -60.00 life Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex +7 Wil +10 Cun +5 Con offense ------ Mindpower +8 (+3 eff.) Accuracy +10 (+4 eff.) defense ------ Physical save +10 (+4 eff.) other ------- Hate-on-crit +2.00 Max psi +30.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +24.00 Disarm Resist +22% Pinning Resist +26% Knockbk Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +27% lightning Blind Resist +27% Stun Resist +31% other ------- Infravision +6 Sight +2 See Invis +8 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Rare] Nature Weapon Damage 58.5 - 87.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +14.0% Attack Speed 100% While equipped: Stats +14 Con +16 Wil offense ------ Critical power +10.00% Physical Power +20 (+4 eff.) Damage +9% mind Accuracy +10 (+4 eff.) defense ------ Life +79.00 other ------- Max stamina +20.00 Massive two-handed battleaxes. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Cun +6 Lck defense ------ Stealth +7 other ------- Disarm Traps +16 Mana/turn +0.16 Max mana +26.00 Infravision +3 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Weapon Damage 21.0 - 27.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 mind +14 cold While equipped: offense ------ Damage +15% light defense ------ Defense +25 (+6 eff.) Physical save +6 (+2 eff.) Disarm Resist +20% Stun Resist +20% Knockbk Resist +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Damage +6% fire Ignore Shields +20% When Hit 6 fire defense ------ Defense +2 (+0 eff.) Physical save +3 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+4 eff.) other ------- Max vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Arcane While equipped: Stats +5 Str +2 Dex +5 Mag +6 Wil offense ------ Physical Crit +5.0% Spell Crit +6% Mind Crit +6% Critical power +15.00% Physical Power +14 (+3 eff.) Spellpower +18 (+5 eff.) Mindpower +16 (+6 eff.) Accuracy +15 (+5 eff.) When Hit 4 light defense ------ Armor +16 Defense +3 (+0 eff.) Fatigue +12% Resistance +15% lightning +25% light +26% darkness A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 770% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 544 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 318.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 171 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 411 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 649 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +5% physical Accuracy +5 (+2 eff.) defense ------ Healmod +13% Cut Resist +40% other ------- Stamina/turn +2.00 Heal: Puts all charms on 35 cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 238 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Damage +12% blight Ignore resists +5% lightning +15% blight defense ------ Defense +6 (+1 eff.) Resistance +5% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+2 eff.) Mind save +13 (+6 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Str offense ------ Physical Power +5 (+1 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Armor +10 Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Nature Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 light Damage Against +5% Undead On-Hit, radius 1 +4 blight On-crit, radius 2 +12 blight +4 cold While equipped: offense ------ Damage +3% temporal Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 28 While equipped: defense ------ Disease Resist +10% Sharp, short and deadly. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Light Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +12 blinding light While equipped: Stats +2 Dex +2 Mag +2 Cun offense ------ Damage +4% light defense ------ Armor +1 Resistance +1% all Zircon: Light Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +8 light While equipped: offense ------ Ignore resists +15% darkness defense ------ Resistance +6% darkness Physical save +15 (+5 eff.) Life +20.00 Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +7 temporal +12 darkness Damage Against +9% Living On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: offense ------ Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Resistance +9% temporal Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 temporal While equipped: defense ------ Resistance +7% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane/Psionic Weapon Damage 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 98 damage Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Mind Crit +4% Mindpower +14 (+5 eff.) defense ------ Spell save +6 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +9 cold While equipped: offense ------ Damage +15% cold Ignore resists +13% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +0 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 157.38 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (315). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +4 light On-Hit, radius 1 +20 mind On-crit, radius 2 +12 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 28 While equipped: offense ------ Damage +21% blight defense ------ Resistance +6% light One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +9 (+2 eff.) Accuracy +10 (+4 eff.) defense ------ Defense +11 (+2 eff.) Disarm Resist +38% One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +9 nature On-crit, radius 2 +19 lightning +14 cold While equipped: offense ------ Move Speed +20% Ignore resists +13% lightning +13% cold One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego] Nature/Psionic Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +13 mind +9 nature On Hit: * 17% chance to reduce all saves and defense by 26 While equipped: Stats +3 Cun +3 Wil One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +2 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Resistance +6% acid +3% nature +6% darkness Mind save +7 (+3 eff.) Teleport Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% lightning On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold other ------- See Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +1 Cun defense ------ Defense +1 (+0 eff.) Spell save +6 (+2 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Mag offense ------ Accuracy +20 (+7 eff.) When Hit 4 physical defense ------ Armor +3 Defense +30 (+7 eff.) other ------- Infravision +2 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Accuracy +30 (+9 eff.) defense ------ Armor +1 Fatigue +1% Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% other ------- Hate-on-crit +1.00 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. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Wil +1 Cun offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +1 Fatigue +1% other ------- See Invis +3 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. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% darkness +3% mind Ignore resists +5% fire When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +3 Fatigue +5% Resistance +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +3% darkness +6% physical defense ------ Armor +5 Fatigue +5% Resistance +3% physical +6% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +3% blight +25% fire Crit Resistance 5.00% Unlife -20.00 life Life +40.00 Life Regen +4.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Wil +4 Cun defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% darkness +6% physical Mind save +12 (+6 eff.) other ------- Light +1 Track: Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Rare] Master While equipped: offense ------ Damage +15% acid Ignore resists +25% nature When Hit 10 acid On-Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce armor by 38% defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +6% acid +23% cold +9% nature A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +7.0% Ignore Armor +8 defense ------ Armor +7 Defense +25 (+6 eff.) Fatigue +8% Resistance +13% light +14% darkness other ------- Stamina/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Effective talent level: 4.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 136 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Critical power +20.00% Damage +6% arcane +9% blight Ignore resists +15% blight +25% lightning defense ------ Armor +16 Fatigue +22% Resistance +12% nature +30% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor [Ego+] Master While equipped: defense ------ Armor +19 Fatigue +22% Resistance +7% acid +9% physical +6% cold +12% lightning +25% fire A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +36 Fatigue +22% Resistance +8% acid +9% cold other ------- Breathe water A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +8 Dex +2 Con defense ------ Life +26.00 other ------- Max stamina +20.00 See Invis +18 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +5% temporal defense ------ Resistance +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Cun offense ------ When Hit 12 fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Resistance +6% fire other ------- Light +6 See Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +9% lightning +9% fire Life +41.00 Stun Resist +10% Teleport Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 143.38 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 143.38 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +7 Dex +2 Mag offense ------ Ignore resists +6% all Ignore Armor +6 When Hit 6 acid other ------- Light +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +20% cold +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 31 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Critical power +20.00% Physical Power +20 (+4 eff.) Ignore resists +10% cold defense ------ Unlife -80.00 life Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane While equipped: other ------- Wards +5 lightning +3 cold +4 light +5 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 98 lightning damage and will be dazed for 1 turn (494 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Doomolof II the Ogre Doombringer level 28
3rd Regrowth 123rd year of Ascendancy at 02:04 see stats
By Doomolof II the Ogre Doombringer level 24
1st Decay 122nd year of Ascendancy at 21:38 see stats
By Doomolof II the Ogre Doombringer level 15
34th Dusk 122nd year of Ascendancy at 07:06 see stats
By Doomolof II the Ogre Doombringer level 19
64th Dusk 122nd year of Ascendancy at 09:42 see stats
By Doomolof II the Ogre Doombringer level 27
2nd Wintertide 123rd year of Ascendancy at 16:09 see stats
By Doomolof II the Ogre Doombringer level 22
66th Haze 122nd year of Ascendancy at 07:20 see stats
By Doomolof II the Ogre Doombringer level 6
77th Pyre 122nd year of Ascendancy at 11:07 see stats
By Doomolof II the Ogre Doombringer level 10
9th Flare 122nd year of Ascendancy at 04:59 see stats
By Doomolof II the Ogre Doombringer level 20
72nd Dusk 122nd year of Ascendancy at 00:59 see stats
By Doomolof II the Ogre Doombringer level 30
48th Regrowth 123rd year of Ascendancy at 20:50 see stats
By Doomolof II the Ogre Doombringer level 26
5th Decay 122nd year of Ascendancy at 06:04 see stats
By Doomolof II the Ogre Doombringer level 21
79th Dusk 122nd year of Ascendancy at 19:59 see stats
By Doomolof II the Ogre Doombringer level 23
66th Haze 122nd year of Ascendancy at 11:27 see stats
By Doomolof II the Ogre Doombringer level 11
2nd Dusk 122nd year of Ascendancy at 22:07 see stats
By Doomolof II the Ogre Doombringer level 11
5th Dusk 122nd year of Ascendancy at 02:25 see stats
By Doomolof II the Ogre Doombringer level 21
63rd Haze 122nd year of Ascendancy at 07:42 see stats
By Doomolof II the Ogre Doombringer level 27
2nd Wintertide 123rd year of Ascendancy at 15:28 see stats
By Doomolof II the Ogre Doombringer level 16
47th Dusk 122nd year of Ascendancy at 09:30 see stats
By Doomolof II the Ogre Doombringer level 19
64th Dusk 122nd year of Ascendancy at 05:42 see stats
Log
Doomolof II's Inner Demon slows down.
Doomolof II's Inner Demon returns to normal.
Doomolof II's Inner Demon aims less carefully.
Doomolof II's Inner Demon slows down.
Burning from Doomolof II's Inner Demon hits Doomolof II's Inner Demon for 3 fire damage.
Burning from Doomolof II's Inner Demon hits Doomolof II for 180 fire damage.
Burning from Doomolof II's Inner Demon hits Doomolof II's Inner Demon for 2 fire damage.
Burning from Doomolof II's Inner Demon hits Doomolof II's Inner Demon for 4 fire damage.
Doomolof II's Inner Demon casts Obliterating Smash.
Doomolof II's Inner Demon performs a melee critical strike against Doomolof II's Inner Demon!
Doomolof II's Inner Demon's weapon surges with fire!
Doomolof II's Inner Demon performs a melee critical strike against Doomolof II!
Doomolof II's Inner Demon performs a melee critical strike against Doomolof II's Inner Demon!
Doomolof II's Inner Demon's is no longer blazing.
Doomolof II's Inner Demon is disabled.
Doomolof II's Inner Demon's spell attains critical power!
Doomolof II's Inner Demon is on fire!
Doomolof II's Inner Demon's spell attains critical power!
Doomolof II's Inner Demon performs a melee critical strike against Doomolof II's Inner Demon!
Doomolof II's Inner Demon is disabled.
Doomolof II's Inner Demon's spell attains critical power!
Melee retaliation hits Doomolof II's Inner Demon for 6 blight, 7 fire, 1 light, 5 blight, 6 fire, 1 light (26 total damage).
Doomolof II's Inner Demon hits Doomolof II's Inner Demon for 55 physical, 2 fire, 2 physical, 0 mind, 1 cold, 2 fire (62 total damage).
Doomolof II's Inner Demon hits Doomolof II for 12 fire, 66 physical (77 total damage).
Doomolof II's Inner Demon hits Doomolof II's Inner Demon for 193 physical, 3 fire, 4 physical, 2 mind, 2 cold, 3 fire (206 total damage).
Doomolof II's Inner Demon hits Doomolof II's Inner Demon for 57 physical, 1 fire, 2 physical, 1 mind, 1 cold, 1 fire (63 total damage).
Melee retaliation hits Doomolof II's Inner Demon for 5 blight, 6 fire, 1 light, 5 blight, 6 fire, 1 light (24 total damage).
Melee retaliation hits Doomolof II's Inner Demon for 7 blight, 8 fire, 1 light, 6 blight, 7 fire, 1 light (30 total damage).
Melee retaliation hits Doomolof II's Inner Demon for 8 blight, 9 fire, 1 light, 8 blight, 9 fire, 1 light (36 total damage).
Doomolof II the level 30 ogre doombringer was sliced to death by a Doomolof II's Inner Demon on level 1 of The Godfeaster.