
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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: Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 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: Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. 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. 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 | Cornac |
Class | Marauder |
Level / Exp | 29 / 33% |
Size | medium |
Lifes / Deaths | Killed by Xerita the rogue at level 19 on the 50th Haze 122nd year of Ascendancy at 13:37 3 / 3Killed by Emelama the void horror at level 22 on the 1st Pyre 123rd year of Ascendancy at 08:58 Killed by Grand Necromancer at level 28 on the 44th Pyre 123rd year of Ascendancy at 07:05 |
Antimagic | Follower |
Primary Stats
Strength | 41 (base 32) |
Dexterity | 70 (base 60) |
Constitution | 18 (base 18) |
Magic | 10 (base 10) |
Willpower | 27 (base 13) |
Cunning | 37 (base 26) |
Resources
Life | 628/628 |
Stamina | 186/186 |
Equilibrium | 30 |
Healing Factor | 1.4211363549267 |
Regeneration | 17.298411278861 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +103% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Stealth | 48.221923996712 |
See Invisible | 48.221923996712 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 95 |
Accuracy | 62 |
Crit Chance | 51% |
APR | 44 |
Speed | 1.00 |
Offense: Offhand
Damage | 62 |
Accuracy | 62 |
Crit Chance | 49% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Physical | +5% |
Cold | +59% |
All | 0% |
Darkness | +3% |
Light | +10% |
Mind | +11% |
Lightning | +10% |
Fire | +3% |
Nature | +10% |
Offense: Damage Penetration
Mind | +10% |
Acid | +46% |
Light | +15% |
Nature | +14% |
Blight | +5% |
Physical | +25% |
Fire | +13% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (66.907551546746%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 29 |
Mental Save | 35 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 41%( 70%) |
All | + 18%( 70%) |
Darkness | + 26%( 70%) |
Light | + 62%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 62%( 70%) |
Fire | + 37%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 84% |
Confusion Resistance | 36% |
Poison Resistance | 10% |
Blind Resistance | 0% |
Disarm Resistance | 31% |
Bleed Resistance | 60% |
Pinning Resistance | 51% |
Instadeath Resistance | 100% |
Knockback Resistance | 63% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 409 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: 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 602% 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. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.00 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Apply Poison |
talent | Trained Reactions |
talent | Crippling Poison |
talent | Numbing Poison |
talent | Antimagic Shield |
beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 4.02, and stamina regeneration by 0.80. Bloodbath |
beneficial effect | Countering melee attacks: Has a 31% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 109 - 153 Accuracy: 77 (knife) APR: 44 Crit Chance: +59% Crit mult: 190% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 65% chance to deflect up to 22 damage from the next 2.4 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed storm wyrm claw. * You've found the needed length of troll intestine. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | ![]() 1.0 Encumbrance T1 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.(80 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Lck +2 Str offense ------ Physical Crit +5.0% Spell Crit +4% Mind Crit +4% On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +3 Fatigue +3% Resistance +7% acid +7% fire +8% cold +3% nature +7% lightning Healmod +5% Poison Resist +10% A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str +1 Wil offense ------ Physical Power +5 (+2 eff.) On-Hit 5 nature Damage +4% nature defense ------ Armor +2 Fatigue +3% Resistance +9% blight +7% darkness +10% arcane +14% nature Affinity +6% nature Spell save +11 (+6 eff.) Disease Resist +10% other ------- Masteries +0.20 Wild-gift/Antimagic 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. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +5.0% Damage +18% cold Ignore resists +15% physical Accuracy +10 (+2 eff.) defense ------ Armor +4 Defense +10 (+2 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 331 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Wil offense ------ Damage +6% mind +6% cold defense ------ Resistance +15% lightning +5% arcane +3% darkness Mind save +9 (+4 eff.) Life Regen +3.00 Stun Resist +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +10% lightning +12% acid Ignore resists +25% acid +5% blight defense ------ Resistance +20% lightning +6% blight +24% acid Life +23.00 Disarm Resist +31% Pinning Resist +23% Knockbk Resist +31% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +6% nature +3% fire When Hit 6 fire On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% fire +17% temporal Physical save +15 (+7 eff.) Spell save +14 (+7 eff.) Mind save +18 (+7 eff.) Healmod +20% Cut Resist +60% Pinning Resist +28% Knockbk Resist +32% Heal: Puts all charms on 29 turn cooldown Effective talent level: 2.5 Power cost 29 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 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 31.0 - 40.3 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +7 darkness +4 light Damage Against +12% Living On-Hit, radius 1 +8 light On-crit, radius 2 +13 acid +24 nature On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +13 (+5 eff.) Ignore resists +21% acid +14% nature +15% light Ignore Armor +9 When Hit 2 nature defense ------ Resistance +9% light Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil offense ------ Damage +3% darkness Against +18% Summoned On-Hit (Melee): * 10 arcane resource burn * 10% chance to reduce armor by 10% defense ------ Resistance +9% acid +3% temporal +12% lightning Resist Against +18% Summoned A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +33 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Global Speed +3% Ignore resists +13% fire Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +4 Defense +6 (+1 eff.) Resistance +10% fire +15% light +6% nature Stealth +8 Disease Resist +20% Stun Resist +20% 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 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 30.52 to 38.15 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -394 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 394 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 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: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 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: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 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 T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex +9 Lck offense ------ Spellpower +20 (+8 eff.) Ignore resists +10% blight +15% arcane +5% darkness Accuracy +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) Resistance +14% mind Resist unseen 14% Confus Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +1 Wil offense ------ Mindpower +6 (+3 eff.) Damage +9% arcane Ignore resists +10% arcane +5% cold When Hit 4 cold defense ------ Resistance +6% cold +10% temporal Mind save +6 (+3 eff.) Confus Resist +12% Pinning Resist +22% Knockbk Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 Blind Resist +10% other ------- Stamina/turn +0.50 Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil offense ------ Damage +15% lightning +9% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +18% acid Mind save +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +1 Mag +2 Wil +3 Con offense ------ Damage +6% blight Ignore Shields +20% defense ------ Physical save +6 (+3 eff.) Life +45.00 Disarm Resist +41% Pinning Resist +43% Knockbk Resist +43% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+3 eff.) defense ------ Life Regen +3.00 Stun Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +10 (+5 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +7 Dex offense ------ Damage +12% light Accuracy +8 (+2 eff.) defense ------ Resistance +24% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +4 Con defense ------ Spell save +11 (+6 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 2 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Mastery Dagger Mastery 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 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +7 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 24.5 - 31.9 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +6 Str +6 Dex +6 Mag +4 Wil +3 Cun +7 Con Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 25.0 - 32.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +16 mind On Hit: * 15% chance to reduce all saves and defense by 20 While equipped: Stats +3 Cun +4 Wil Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) Ignore resists +10% physical defense ------ Disarm Resist +18% Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego] Master Weapon Damage 62.5 - 100.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+3 eff.) defense ------ Defense +14 (+3 eff.) Disarm Resist +28% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Disrupt Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +19% Unnatural While equipped: Stats +3 Wil Massive two-handed swords. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego+] Nature/Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-crit, radius 2 +9 acid +8 nature While equipped: offense ------ Ignore resists +6% acid +7% nature Ignore Armor +6 defense ------ Resistance +8% acid +8% lightning +8% cold +8% fire +2% all Spell save +5 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+6 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 3.5 Power cost 8 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +7 (+4 eff.) Damage +10% fire Ignore Shields +11% defense ------ Defense +12 (+3 eff.) Shield Power +7% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Random Unique] Arcane/Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +7.0% Spell Crit +13% Physical Power +8 (+3 eff.) Spellpower +19 (+7 eff.) Damage +20% arcane +6% mind Accuracy +8 (+2 eff.) defense ------ Resistance +6% darkness Unlife -20.00 life Life +40.00 Life Regen +0.80 Healmod +12% Knockbk Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Disrupt Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +10% Unnatural While equipped: Stats +3 Mag +5 Wil +2 Con offense ------ Damage +15% light defense ------ Resistance +15% fire other ------- Infravision +3 See Invisibility +6 One-handed war axes. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 9 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 40 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +6 Cun +2 Con offense ------ Damage +6% nature defense ------ Defense +2 (+0 eff.) Resistance +6% nature other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+3 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 2.5 Power cost 50 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 46.61 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+6 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 13 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +15% lightning When Hit: * 5% chance to slow global speed by 46% * 5 arcane resource burn defense ------ Resistance +22% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+0 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 5 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +12% fire +10% cold Ignore resists +20% lightning defense ------ Defense +2 (+0 eff.) Resistance +9% lightning +15% cold other ------- Light +3 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% light +12% cold Ignore resists +10% lightning When Hit 4 lightning defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +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 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+5 eff.) Mindpower +15 (+8 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-5 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery Skullcracker +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +2 Wil defense ------ Armor +4 Fatigue +4% Resistance +12% acid +14% cold +6% lightning Unlife -80.00 life other ------- Light +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Dex offense ------ Ignore resists +15% light defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +8% temporal +13% darkness +8% blight +3% cold +7% nature +9% light other ------- Light +1 Infravision +4 A cap made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Disrupt/Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +5 (+2 eff.) defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +11% nature +15% blight A suit of armour made of leather. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 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 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 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 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 (+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. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex +3 Wil offense ------ Damage +9% cold defense ------ Resistance +3% darkness other ------- Light +5 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] Disrupt While equipped: Stats +3 Str +3 Dex offense ------ When Hit 4 fire defense ------ Resistance +3% temporal +3% all Spell save +9 (+5 eff.) 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 [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 [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Healmod +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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 9 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 3.5 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 72.01 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T4 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +30 (+9 eff.) Ignore resists +10% fire When Hit 6 physical defense ------ Armor +6 Physical save +6 (+3 eff.) Life +80.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to reduce fatigue by 36% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 231 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Pirate Duck the Cornac Marauder level 21
75th Haze 122nd year of Ascendancy at 03:00 see stats
By Pirate Duck the Cornac Marauder level 11
4th Flare 122nd year of Ascendancy at 18:18 see stats
By Pirate Duck the Cornac Marauder level 23
4th Pyre 123rd year of Ascendancy at 10:25 see stats
By Pirate Duck the Cornac Marauder level 28
42nd Pyre 123rd year of Ascendancy at 01:16 see stats
By Pirate Duck the Cornac Marauder level 10
4th Mirth 122nd year of Ascendancy at 08:48 see stats
By Pirate Duck the Cornac Marauder level 20
51st Haze 122nd year of Ascendancy at 14:25 see stats
By Pirate Duck the Cornac Marauder level 21
6th Regrowth 123rd year of Ascendancy at 13:51 see stats
By Pirate Duck the Cornac Marauder level 16
21st Haze 122nd year of Ascendancy at 09:45 see stats
By Pirate Duck the Cornac Marauder level 10
5th Mirth 122nd year of Ascendancy at 03:44 see stats
By Pirate Duck the Cornac Marauder level 19
49th Haze 122nd year of Ascendancy at 03:15 see stats
By Pirate Duck the Cornac Marauder level 28
44th Pyre 123rd year of Ascendancy at 06:51 see stats
By Pirate Duck the Cornac Marauder level 17
31st Haze 122nd year of Ascendancy at 19:22 see stats
Log
Pirate Duck picks up (y.): steel dagger of erosion (12-16 power, 6 apr).
Pirate Duck picks up (M.): slimy cashmere robe of lightning (+22%) (0 def, 0 armour).
Pirate Duck picks up (V.): cleansing hardened leather armour of Toknor (9 def, 6 armour).
Pirate Duck picks up (B.): dwarven-steel greatsword of persecution (36-58 power, 2 apr).
Pirate Duck picks up (B.): balanced stralite greatsword of massacre (62-100 power, 3 apr).
Ran for 2 turns (stop reason: hostile spotted to the east (treant)).
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Pirate Duck uses Throwing Knives.
Treant's is vulnerable to attacks and effects!
Pirate Duck's Throwing Knife hits Treant for 120 physical, 0 arcane, 16 light, 6 nature (142 total damage).
Treant's morale has been lowered.
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Pirate Duck uses Throwing Knives.
Pirate Duck's Throwing Knife performs a melee critical strike against Treant!
Pirate Duck revels in the spilt blood and grows stronger!
Treant is dazed!
Treant is poisoned!
Pirate Duck's Throwing Knife hits Treant for 226 physical, 0 arcane, 16 light, 6 nature (248 total damage).
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Pirate Duck uses Throwing Knives.
Treant is not dazed anymore.
Poison bursts out of Treant's corpse!
Pirate Duck's Throwing Knife hits Treant for 134 physical, 0 arcane, 16 light (151 total damage).
Deadly Poison from Pirate Duck hits Treant for 20 nature damage.
Deadly Poison from Pirate Duck killed Treant!
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Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
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Pirate Duck no longer revels in blood quite so much.