











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. 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. Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. 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:
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 | Doomelf |
Class | Rogue |
Level / Exp | 32 / 24% |
Size | medium |
Lifes / Deaths | Killed by Porith the minotaur at level 20 on the 20th Regrowth 123rd year of Ascendancy at 18:38 2 / 4Killed by Bethissra the poison ivy at level 23 on the 44th Regrowth 123rd year of Ascendancy at 18:57 Killed by Aeruwe the brittle clear ooze at level 24 on the 55th Regrowth 123rd year of Ascendancy at 15:26 Killed by Alneu the wretchling at level 26 on the 65th Regrowth 123rd year of Ascendancy at 18:53 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 74 (base 60) |
Constitution | 21 (base 13) |
Magic | 24 (base 10) |
Willpower | 35 (base 13) |
Cunning | 72 (base 60) |
Resources
Life | 741/741 |
Mana | 291/291 |
Stamina | 206/206 |
Healing Factor | 1.094804467222 |
Regeneration | 7.6333300941298 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +38% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 5 |
See Stealth | 43.713773486967 |
See Invisible | 43.713773486967 |
Stealth | 63 |
Offense: Mainhand
Damage | 16 |
Accuracy | 71 |
Crit Chance | 33% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 46 |
Accuracy | 71 |
Crit Chance | 38% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +32% |
Nature | +51% |
Fire | +35% |
Mind | +44% |
All | +14% |
Offense: Damage Penetration
Nature | +60% |
Lightning | +20% |
Light | +30% |
All | +15% |
Defense: Base
Armour (hardiness) | 32 (53.594633868923%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 30 |
Mental Save | 43 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 32%( 70%) |
All | + 17%( 70%) |
Lightning | + 56%( 70%) |
Light | + 19%( 70%) |
Temporal | + 26%( 70%) |
Physical | + 20%( 70%) |
Mind | + 40%( 70%) |
Fire | + 37%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Silence Resistance | 72% |
Confusion Resistance | 72% |
Stun Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 567% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Quickdraw |
talent | Trained Reactions |
talent | Stealth |
talent | Chant of Fortress |
talent | Apply Poison |
talent | Corruption of the Doomed |
talent | Premonition |
talent | Numbing Poison |
talent | Crippling Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.7 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 112 - 157 Accuracy: 87 (knife) APR: 32 Crit Chance: +50% Crit mult: 193% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 37% chance to deflect up to 18 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. * You've found the needed faerlhing fang. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of fire wyrm saliva. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Silence Resist +22% Confus Resist +25% Stun Resist +32% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% nature +3% temporal Unlife -40.00 life Life +143.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() dwarven-steel helm 'Growmoon' (0 def, 4 armour) =water, N Pen= 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: offense ------ Damage +9% nature +3% mind Ignore resists +10% nature When Hit 4 mind defense ------ Armor +4 Fatigue +4% Resistance +7% lightning +5% fire +8% temporal +8% cold other ------- Breathe water 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 +4 Str offense ------ Physical Power +10 (+5 eff.) Damage +12% lightning Ignore resists +10% nature defense ------ Armor +2 Resistance +12% acid +3% fire +12% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 29 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() copper ring 'Galeroar' 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% lightning Ignore resists +15% light +5% lightning defense ------ Resistance +24% lightning Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Move Speed +13% Damage +21% fire +13% nature +6% mind Accuracy +16 (+4 eff.) defense ------ Defense +5 (+1 eff.) Resistance +26% nature +6% fire Blinding Speed: Puts all charms on 33 turn cooldown Effective talent level: 5.2 Power cost 33 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Con +9 Wil defense ------ Armor +4 Resistance +22% mind +3% light +5% arcane Disease Resist +20% Confus Resist +37% Stun Resist +20% other ------- Light +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Critical power +16.00% Damage +18% mind +6% nature Ignore resists +25% nature Ignore Armor +6 When Hit 4 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +6% mind Blunt and deadly. |
Around waist | ![]() Mighty Girdle 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. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 cold While equipped: offense ------ Mindpower +20 (+7 eff.) Damage +3% mind Ignore resists +15% all Accuracy +22 (+5 eff.) Ignore Armor +10 defense ------ Resistance +6% lightning Mind save +3 (+1 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Str +2 Dex +5 Con offense ------ Physical Crit +3.0% Damage +9% nature Accuracy +15 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Defense +2 (+0 eff.) Life +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+8 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+10 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 705% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% 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. Press to compare to your current inscriptions |
![]() 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 506% 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% 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 |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 temporal, 5 darkness, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 165 damage for 3 turns. 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: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 127 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 6 times. 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: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 71 up to 4 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Pendant of the Deep =MAG 8= Pendant of the Deep =MAG 8=0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards level 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Damage +6% light +6% temporal +5% darkness +6% physical When Hit 6 fire defense ------ Resistance +15% blight +5% arcane +9% light Crit Resistance 15.00% other ------- Max vim +50.00 Amulets make your neck look great! |
![]() Winterrock the steel amulet 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +5 Con +7 Lck offense ------ Move Speed +10% Accuracy +7 (+1 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 defense ------ Defense +7 (+2 eff.) Fatigue -4% Resistance +3% blight +12% fire +19% cold Resist unseen 11% Life Regen +3.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +11% lightning Stun Resist +24% other ------- Mana/turn +0.21 Max mana +21.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% temporal Pinning Resist +24% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +10% light +12% darkness Blind Resist +38% other ------- Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Damage +5% acid +30% light +9% fire +6% lightning +5% cold Ignore resists +15% cold When Hit 4 cold defense ------ Resistance +15% light Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag offense ------ Spell Crit +2% Critical power +13.00% On-Hit 7 light 9 darkness Damage +8% light +7% darkness Accuracy +7 (+1 eff.) Ignore Armor +15 When Hit: * 8% chance to reduce damage dealt by 23% * 9% chance to blind other ------- Max mana +100.00 Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +6 Con offense ------ Move Speed +10% Ignore resists +20% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Fatigue -7% Resistance +22% fire +6% darkness +18% cold Physical save +15 (+7 eff.) Spell save +14 (+7 eff.) Mind save +17 (+6 eff.) Life Regen +3.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +10 (+5 eff.) Damage +3% mind Accuracy +20 (+5 eff.) defense ------ Life Regen +2.00 Stun Resist +20% other ------- Stamina/turn +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% light +3% cold Ignore resists +15% light +20% blight When Hit 8 light defense ------ Resistance +6% light +12% blight Mind save +7 (+2 eff.) Confus Resist +24% Rings make your fingers look great! |
![]() Rhorand the Glintrazor 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Con offense ------ Damage +11% physical Accuracy +15 (+3 eff.) When Hit 2 light defense ------ Resistance +11% physical Unlife -20.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +20% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% darkness defense ------ Fatigue -4% Resistance +22% darkness other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: offense ------ Damage +11% mind defense ------ Fatigue -5% Resistance +11% mind other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Silence Resist +23% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: defense ------ Resistance +8% blight +6% fire +15% nature Physical save +12 (+6 eff.) Healmod +20% Poison Resist +16% Disease Resist +13% Cut Resist +20% Silence Resist +20% Pinning Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +10% light +10% cold defense ------ Resistance +12% acid +6% fire +15% nature Mind save +7 (+2 eff.) Confus Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 41 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +9% acid +9% mind Ignore resists +25% mind When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 23% * 20% chance to reduce all saves and defense by 28 defense ------ Mind save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% nature Ignore resists +5% cold defense ------ Resistance +12% acid +9% temporal +9% darkness +9% cold +26% nature Spell save +3 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% light Ignore resists +25% acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% temporal Silence Resist +30% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.18 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ When Hit 2 blight defense ------ Fatigue -5% Resistance +2% physical +6% darkness +5% arcane Spell save +12 (+6 eff.) Life +75.00 Life Regen +9.00 Healmod +13% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +20 Max stamina +14.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str defense ------ Armor +4 Mind save +5 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +12% light defense ------ Resistance +24% light Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +5 (+3 eff.) Accuracy +7 (+1 eff.) Ignore Armor +10 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag offense ------ Spellpower +7 (+4 eff.) Damage +13% light defense ------ Resistance +26% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +11 See Invisibility +9 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Life +27.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +10% blight +24% cold +8% nature Poison Resist +13% Disease Resist +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +10 (+5 eff.) Accuracy +11 (+2 eff.) Ignore Armor +11 defense ------ Defense +11 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 144% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Damage +15% nature Accuracy +13 (+3 eff.) Ignore Armor +2 defense ------ Defense +12 (+4 eff.) Resistance +3% darkness Unlife -20.00 life Disarm Resist +32% Confus Resist +20% Stun Resist +20% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego++] Nature Weapon Damage 147% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +12 acid +17 nature While equipped: Stats +7 Con +12 Wil offense ------ Ignore resists +16% acid +20% nature Ignore Armor +10 defense ------ Life +24.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 35 [Unique] Master Weapon Damage 172% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 fire While equipped: Stats +3 Wil offense ------ Damage +6% lightning Ignore resists +25% blight other ------- Mana/turn +0.08 Vim-on-crit +2.00 Max vim +20.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Random Unique] Nature/Master Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Str +11 Dex +8 Mag +15 Wil +7 Cun +16 Con offense ------ When Hit 4 light defense ------ Resistance +6% lightning +15% light Life +76.00 Sharp, long, and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +9.0% Attack Speed 100% On-hit +8 cold While equipped: offense ------ Physical Power +30 (+15 eff.) Damage +6% physical When Hit 4 physical defense ------ Crit Resistance 10.00% Blind Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +6% nature Ignore resists +7% all Accuracy +9 (+2 eff.) Ignore Armor +5 other ------- Light +1 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 110% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Ignore Shields +20% On-crit, radius 2 +16 physical While equipped: Stats +7 Str +6 Dex +7 Mag +6 Wil +6 Cun +6 Con offense ------ Physical Crit +4.0% Ignore Armor +4 defense ------ Defense +10 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 124% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +12 darkness On Hit: * Create an explosion dealing 49 lightning damage (1/turn) While equipped: Stats +7 Str offense ------ Damage +5% lightning +8% physical Ignore resists +13% lightning +8% all Accuracy +24 (+6 eff.) Ignore Armor +9 defense ------ Resistance +9% darkness Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical +5% all Accuracy +21 (+5 eff.) Ignore Armor +15 Sharp, short and deadly. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +13% physical Ignore resists +15% light On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Resistance +13% physical +12% darkness +7% all other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+8 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +3 Cun +4 Con offense ------ Physical Crit +2.0% Damage +13% nature On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +12 Resistance +9% all Mind save +12 (+4 eff.) Poison Resist +27% Disease Resist +25% other ------- Hate-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +3 Con offense ------ Damage +10% nature defense ------ Resistance +13% blight +11% all Life +57.00 Life Regen +2.70 Healmod +15% Poison Resist +28% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+10 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+5 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +2 Cun +1 Con offense ------ Physical Crit +3.0% Critical power +13.00% Physical Power +6 (+3 eff.) Ignore resists +10% arcane defense ------ Armor +7 Defense +13 (+4 eff.) Fatigue +7% Resistance +17% temporal Mind save +15 (+5 eff.) other ------- Infravision +2 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 21 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 66.69 to 200.08 lightning damage (133.39 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Con offense ------ Mindpower +4 (+1 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +3% mind Physical save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +5% lightning +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% cold +5% fire +6% temporal A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Resistance +5% arcane +9% fire Spell save +15 (+7 eff.) Life +42.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +4% defense ------ Resistance +6% light +5% darkness A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +6 Cun +3 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) When Hit 10 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 23% defense ------ Defense +1 (+0 eff.) other ------- EQ when Hit +0.08 Psi when Hit +0.12 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 [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) Damage +3% nature Ignore resists +20% nature When Hit 2 nature defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +3% lightning +6% fire +3% darkness +6% cold 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 [Rare] Nature While equipped: Stats +5 Dex offense ------ Ignore resists +5% physical Accuracy +5 (+1 eff.) When Hit 6 physical defense ------ Defense +5 (+1 eff.) Resistance +11% light +12% fire Stealth +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 While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +11% temporal Spell save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% other ------- Max mana +41.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Critical power +13.00% Damage +12% mind Accuracy +10 (+2 eff.) Ignore Armor +9 defense ------ Defense +12 (+4 eff.) Resistance +3% light +9% lightning Stealth +8 Unlife -60.00 life Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +2 Dex offense ------ Spell Crit +4% Critical power +16.00% Physical Power +20 (+10 eff.) Spellpower +6 (+3 eff.) Damage +7% arcane Ignore resists +8% arcane +25% physical Ignore Armor +2 When Hit 4 fire defense ------ Armor +4 Defense +2 (+0 eff.) Resistance +6% fire other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +15% temporal +25% physical +5% cold When Hit 8 cold defense ------ Defense +2 (+0 eff.) Unlife -40.00 life Life +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +3 Wil +3 Cun +6 Con offense ------ Accuracy +6 (+1 eff.) Ignore Armor +7 defense ------ Defense +10 (+3 eff.) Physical save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% darkness When Hit 6 darkness defense ------ Armor +1 Resistance +3% temporal Mind save +12 (+4 eff.) Life +40.00 other ------- Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 56% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +11 Str +7 Dex defense ------ Armor +3 Defense +7 (+2 eff.) Physical save +12 (+6 eff.) Unlife -40.00 life A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex defense ------ Armor +3 Silence Resist +26% Confus Resist +33% Stun Resist +24% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.6 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ On-Hit 5 acid 10 light 7 blight 3 fire 5 cold 6 lightning Damage +5% blight +3% temporal +5% light When Hit 6 nature On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +2 Fatigue +3% Resistance +7% blight +5% light Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex offense ------ Mind Crit +1% Physical Power +7 (+4 eff.) Mindpower +5 (+2 eff.) On-Hit 7 fire Damage +6% mind +4% fire Accuracy +11 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% fire Mind save +12 (+4 eff.) 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 T2 hands armor [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +15.00% Physical Power +15 (+8 eff.) On-Hit 8 physical Damage +7% physical defense ------ Armor +13 Fatigue +3% Resistance +4% physical 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 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+2 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Effective talent level: 4.0 Power cost 14 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Cun +1 Con offense ------ Physical Crit +1.0% Damage +6% physical defense ------ Defense +6 (+2 eff.) Resistance +9% darkness Mind save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+1 eff.) Ignore resists +15% light +20% nature When Hit 10 light defense ------ Defense +2 (+0 eff.) Resistance +9% light +9% nature other ------- Psi/turn +0.18 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +1 Con offense ------ Critical power +15.00% Damage +3% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +1.00 Stamina when Hit +0.90 EQ when Hit +0.70 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% acid Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 55% * 20% chance to reduce armor by 26% defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Accuracy +8 (+2 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+2 eff.) Fatigue +3% Resistance +9% light Crit Resistance 10.00% Life +80.00 other ------- Vim-on-crit +1.00 Max psi +10.00 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature While equipped: offense ------ Damage +3% blight +26% fire +14% nature On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 defense ------ Defense +2 (+0 eff.) Resistance +38% fire +21% nature +9% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil +8 Cun offense ------ Mind Crit +6% Ignore resists +20% nature +20% temporal On-Hit (Melee): * 10% chance to slow global speed by 55% defense ------ Defense +2 (+0 eff.) Resistance +3% nature +3% temporal Spell save +8 (+4 eff.) Mind save +23 (+8 eff.) Hateful Whisper: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 183 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +15 (+8 eff.) Spellpower +30 (+14 eff.) defense ------ Armor +7 Fatigue +5% Resistance +7% cold other ------- Breathe water 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] Psionic While equipped: Stats +3 Mag +5 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 26% 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 T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Wil offense ------ Damage +24% fire +10% mind +9% temporal Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Resistance +12% nature other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Armor +2 Defense +5 (+1 eff.) Resistance +3% mind Physical save +6 (+3 eff.) Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- 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 [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 T1 torque charm [Rare] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +3% acid +6% mind defense ------ Resistance +6% mind +12% acid Blast the opponent's mind dealing 151 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ When Hit 8 fire defense ------ Defense +20 (+6 eff.) Life +40.00 Blind Resist +20% Knockbk Resist +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Cun +3 Mag offense ------ Spellpower +15 (+8 eff.) defense ------ Unlife -20.00 life Confus Resist +20% Stun Resist +20% other ------- Vim-on-crit +2.00 Sting an enemy dealing 184 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Dex +3 Wil defense ------ Armor +16 Physical save +18 (+9 eff.) other ------- Light +3 Infravision +3 Sting an enemy dealing 311 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Mag defense ------ Resistance +3% lightning +9% nature +6% light +6% acid Sting an enemy dealing 447 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Dolor the Doomelf Rogue level 29
1st Time of Balance 123rd year of Ascendancy at 12:13 see stats
By Dolor the Doomelf Rogue level 10
13rd Dusk 122nd year of Ascendancy at 00:02 see stats
By Dolor the Doomelf Rogue level 31
79th Pyre 123rd year of Ascendancy at 02:23 see stats
By Dolor the Doomelf Rogue level 23
43rd Regrowth 123rd year of Ascendancy at 06:42 see stats
By Dolor the Doomelf Rogue level 29
16th Pyre 123rd year of Ascendancy at 13:29 see stats
By Dolor the Doomelf Rogue level 6
77th Pyre 122nd year of Ascendancy at 21:40 see stats
By Dolor the Doomelf Rogue level 10
6th Dusk 122nd year of Ascendancy at 09:32 see stats
By Dolor the Doomelf Rogue level 20
80th Haze 122nd year of Ascendancy at 10:00 see stats
By Dolor the Doomelf Rogue level 30
16th Pyre 123rd year of Ascendancy at 15:54 see stats
By Dolor the Doomelf Rogue level 27
67th Regrowth 123rd year of Ascendancy at 09:46 see stats
By Dolor the Doomelf Rogue level 32
38th Dusk 123rd year of Ascendancy at 05:53 see stats
By Dolor the Doomelf Rogue level 27
66th Regrowth 123rd year of Ascendancy at 05:24 see stats
By Dolor the Doomelf Rogue level 21
33rd Regrowth 123rd year of Ascendancy at 20:24 see stats
By Dolor the Doomelf Rogue level 23
44th Regrowth 123rd year of Ascendancy at 21:55 see stats
By Dolor the Doomelf Rogue level 6
5th Mirth 122nd year of Ascendancy at 04:03 see stats
By Dolor the Doomelf Rogue level 30
17th Pyre 123rd year of Ascendancy at 08:55 see stats
By Dolor the Doomelf Rogue level 6
3rd Mirth 122nd year of Ascendancy at 06:27 see stats
By Dolor the Doomelf Rogue level 30
16th Pyre 123rd year of Ascendancy at 23:49 see stats
By Dolor the Doomelf Rogue level 29
1st Time of Balance 123rd year of Ascendancy at 23:53 see stats
By Dolor the Doomelf Rogue level 17
49th Haze 122nd year of Ascendancy at 04:34 see stats
Log
Deadly Poison from Dolor hits Alchemist golem for 50 nature damage.
Vulnerability Poison from Dolor hits Alchemist golem for 25 arcane damage.
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Dolor uses Throwing Knives.
Dolor's Throwing Knife performs a melee critical strike against Alchemist golem!
Deadly Poison from Dolor hits Alchemist golem for 50 nature damage.
Dolor's Throwing Knife hits Alchemist golem for 286 physical damage.
Vulnerability Poison from Dolor hits Alchemist golem for 25 arcane damage.
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Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Deadly Poison from Dolor hits Alchemist golem for 118 nature damage.
Vulnerability Poison from Dolor hits Alchemist golem for 33 arcane damage.
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Dolor uses Throwing Knives.
Dolor's Throwing Knife performs a melee critical strike against Alchemist golem!
Poison bursts out of Alchemist golem's corpse!
Dolor's Throwing Knife hits Alchemist golem for 280 physical damage.
Dolor's Throwing Knife killed Alchemist golem!
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Today is the 69th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
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The protective shield of Dolor disappears.