











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: 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. 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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: 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 | Reaver |
Level / Exp | 33 / 77% |
Size | medium |
Lifes / Deaths | Killed by icy orc wyrmic at level 9 on the 2nd Mirth 122nd year of Ascendancy at 13:26 0 / 7Killed by Elylrabeth the thief at level 19 on the 2nd Regrowth 123rd year of Ascendancy at 02:28 Killed by Silymivena the ghoul at level 32 on the 24th Pyre 123rd year of Ascendancy at 05:36 Killed by Poreldassra the vampire at level 32 on the 25th Pyre 123rd year of Ascendancy at 09:03 Killed by Xanuldatha the worm that walks at level 33 on the 29th Pyre 123rd year of Ascendancy at 01:45 Killed by Ce'Neda the ghoulking at level 33 on the 29th Pyre 123rd year of Ascendancy at 04:30 Killed by bloated horror at level 33 on the 29th Pyre 123rd year of Ascendancy at 13:20 |
Primary Stats
Strength | 73 (base 60) |
Dexterity | 18 (base 11) |
Constitution | 39 (base 20) |
Magic | 69 (base 60) |
Willpower | 37 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -452/880 |
Vim | 93/346 |
Healing Factor | 1.416254336803 |
Regeneration | 14.516606952231 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 30.639798336955 |
See Invisible | 30.639798336955 |
Offense: Mainhand
Damage | 153 |
Accuracy | 46 |
Crit Chance | 26% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 118 |
Accuracy | 46 |
Crit Chance | 22% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Light | +20% |
Temporal | +6% |
Cold | +15% |
Arcane | +9% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Temporal | +5% |
Physical | +15% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 64.723073231957 (96.438666929426%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 35 |
Physical Save | 47 |
Spell Save | 36 |
Mental Save | 18 |
Defense: Resistances
Blight | + 24%( 75%) |
Arcane | + 15%( 75%) |
Mind | + 24%( 75%) |
All | + 10%( 75%) |
Darkness | + 21%( 75%) |
Light | + 61%( 75%) |
Temporal | + 39%( 75%) |
Physical | + 33%( 75%) |
Cold | + 28%( 75%) |
Fire | + 52%( 75%) |
Nature | + 27%( 75%) |
Defense: Immunities
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Pinning Resistance | 35% |
Poison Resistance | 14% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 426 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 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 Strength 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 514% 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. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 160.08 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost defiler from death by carrion worm mass. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Bethutha the large brown snake. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by forest troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Layuriaba the warg. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Eilinorianor the skeleton magus. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Wrathroot. Escort: lost tinker (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by carrion worm mass. Escort: lost warrior (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shade. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 161. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed faerlhing fang. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of serendipity. 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 xorn fragment. * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You 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. |
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.(93 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T3 head armor Reqs - Heavy armour training Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 50 out of 26/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+6 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 108 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 29 power out of 22/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +53.00 Life Regen +8.00 Healmod +10% Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: offense ------ Move Speed +15% Damage +15% mind +6% temporal Ignore resists +5% temporal Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+3 eff.) Resistance +6% temporal +15% mind +9% blight +9% fire +9% nature +3% all Poison Resist +14% Disease Resist +18% Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 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 29% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Wil offense ------ Ignore resists +15% fire defense ------ Armor +6 Defense +8 (+4 eff.) Resistance +24% fire +5% arcane +26% temporal Max Resistance +5% all Physical save +27 (+9 eff.) Pinning Resist +35% Knockbk Resist +49% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 4.0 Power cost 25 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 33 acid damage in a 4 radius ball. This damage will increase by 23% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +5% Critical power +10.00% Damage +9% arcane On-Hit (Melee): * 20% chance to slow global speed by 45% * 20% chance to gain 10% of a turn (3/turn limit) A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +11 darkness Damage Against +6% Living On Hit: 20% Curse of Death level 4 On Critical: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +2 Str +2 Wil +3 Cun defense ------ Resistance +6% blight other ------- Light +3 One-handed war axes. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +7 Con offense ------ Physical Power +25 (+5 eff.) Ignore resists +15% physical When Hit 4 physical defense ------ Defense +9 (+4 eff.) Resistance +13% fire +15% light +2% physical Stealth +7 other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+5 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+5 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 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 -363 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 726 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 6 turns. While Heroism is active, you will only die when reaching -480 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 960 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 83.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con defense ------ Resistance +11% temporal Physical save +13 (+4 eff.) Spell save +12 (+5 eff.) Mind save +12 (+7 eff.) Pinning Resist +21% Knockbk Resist +21% other ------- Light +3 Infravision +1 See Invisibility +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Con offense ------ Damage +3% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 defense ------ Resistance +6% blight other ------- Masteries +0.17 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Str +5 Cun +8 Lck offense ------ Damage +18% mind Ignore resists +10% mind Accuracy +12 (+4 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Defense +14 (+7 eff.) Resistance +3% lightning +3% mind Resist unseen 10% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck offense ------ Accuracy +8 (+3 eff.) defense ------ Defense +10 (+5 eff.) Resist unseen 13% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Cun offense ------ On-Hit 6 physical On-Ranged-Hit 6 physical Damage +11% lightning +3% temporal +12% nature On-Hit (Melee): * 11% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 19 defense ------ Resistance +22% lightning +24% nature +12% mind other ------- Hate-on-crit +1.00 Max hate +5.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. 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 (+3 eff.) Fatigue -7% Mind save +13 (+7 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 42 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 [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun +2 Wil offense ------ Mindpower +5 (+3 eff.) On-Hit 5 physical On-Ranged-Hit 6 physical Damage +9% mind On-Hit (Melee): * 10% chance to slow global speed by 45% * 11% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 19 other ------- Hate-on-crit +1.00 Max hate +12.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +12% acid +15% fire +14% lightning +19% cold Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 16.5 - 23.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +5.0% Attack Speed 100% On-hit +7 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to reduce all saves and defense by 19 * 25% chance for lightning to strike from the target to a second target dealing 74 damage * Create an explosion dealing 74 cold damage (1/turn) While equipped: Stats +2 Cun +2 Wil offense ------ Physical Power +5 (+1 eff.) Damage +3% physical +9% cold Ignore resists +10% cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +6% lightning Against +16% Summoned defense ------ Armor +2 Resistance +2% physical Resist Against +17% Summoned other ------- Stamina/turn +1.00 Max stamina +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +7 Con offense ------ When Hit 10 physical defense ------ Resistance +3% fire Unlife -20.00 life Life +37.00 other ------- Stamina/turn +1.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +13 Wil +5 Cun offense ------ Spell Crit +3% Physical Power +5 (+1 eff.) Damage +3% mind Ignore resists +15% mind Against +23% Summoned When Hit 4 mind defense ------ Resistance +9% mind Resist Against +27% Summoned Spell save +8 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Mag +3 Wil +1 Con offense ------ Critical power +5.00% Accuracy +5 (+2 eff.) defense ------ Armor +6 Defense +11 (+5 eff.) Resistance +13% 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 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+5 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+5 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+8 eff.) Mind save +15 (+8 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. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+7 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+4 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 42 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag offense ------ Spellpower +5 (+1 eff.) Damage +7% acid +7% blight defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +3% Resistance +8% fire +6% cold Unlife -80.00 life Disease Resist +22% Cut Resist +10% Confus Resist +10% Stun Resist +20% Teleport Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 blight Damage +4% blight Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% blight Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On-crit, radius 2 +6 blight On Hit: 20% Soul Rot level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Critical power +20.00% Ignore Armor +5 When Hit 2 mind defense ------ Armor +3 Fatigue +5% Resistance +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats +5 Mag offense ------ Spell Crit +3% Damage +18% arcane defense ------ Armor +22 Fatigue +22% other ------- Mana/turn +0.12 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+2 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+4 eff.) Ranged Defense +12 (+6 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 Encumbrance T2 shield armor [Rare] Nature When used to Attack: Weapon Damage 11.5 - 13.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-hit +11 nature On Hit: * 20% chance to reduce armor by 32% While equipped: Stats +1 Wil offense ------ Mind Crit +6% Mindpower +10 (+5 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Armor +4 Fatigue +8% Resistance +13% nature +13% blight Life +41.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 70% Dex, 50% Mag, 50% Str 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. |
![]() 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 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 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 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 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. |
![]() 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 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 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: offense ------ When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 45% * 20% chance to reduce all saves and defense by 19 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 21 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 96.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 96.36 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 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. |
![]() 0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +3% Spellpower +11 (+3 eff.) defense ------ Resistance +5% blight +7% darkness other ------- Light +6 Infravision +4 See Invisibility +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 36 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +5 (+1 eff.) Mind save +5 (+3 eff.) Healmod +10% other ------- Light +3 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 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 1 to sleep for 3 turns, rendering them unable to act. Every 7 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] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 119% of the healing done. This effect scales with your Magic stat.. Uses 63 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
![]() 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. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% darkness When Hit 2 acid 8 darkness On-Hit (Melee): * 20% chance to reduce armor by 32% * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +3% mind 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 heal for 45. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 16 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Armor +8 other ------- Max stamina +10.00 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Spell Crit +1% Spellpower +10 (+3 eff.) Spellpower/crit +8 Damage +12% mind defense ------ Resistance +3% darkness other ------- Max vim +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Nurgle Duck the Cornac Reaver level 29
72nd Regrowth 123rd year of Ascendancy at 01:37 see stats
By Nurgle Duck the Cornac Reaver level 26
40th Regrowth 123rd year of Ascendancy at 17:08 see stats
By Nurgle Duck the Cornac Reaver level 17
3rd Decay 122nd year of Ascendancy at 13:37 see stats
By Nurgle Duck the Cornac Reaver level 24
24th Regrowth 123rd year of Ascendancy at 15:49 see stats
By Nurgle Duck the Cornac Reaver level 31
21st Pyre 123rd year of Ascendancy at 18:33 see stats
By Nurgle Duck the Cornac Reaver level 29
72nd Regrowth 123rd year of Ascendancy at 01:16 see stats
By Nurgle Duck the Cornac Reaver level 10
3rd Mirth 122nd year of Ascendancy at 15:19 see stats
By Nurgle Duck the Cornac Reaver level 20
3rd Regrowth 123rd year of Ascendancy at 20:57 see stats
By Nurgle Duck the Cornac Reaver level 30
78th Regrowth 123rd year of Ascendancy at 03:42 see stats
By Nurgle Duck the Cornac Reaver level 29
72nd Regrowth 123rd year of Ascendancy at 01:37 see stats
By Nurgle Duck the Cornac Reaver level 19
2nd Regrowth 123rd year of Ascendancy at 03:54 see stats
By Nurgle Duck the Cornac Reaver level 29
78th Regrowth 123rd year of Ascendancy at 02:57 see stats
By Nurgle Duck the Cornac Reaver level 29
72nd Regrowth 123rd year of Ascendancy at 01:37 see stats
By Nurgle Duck the Cornac Reaver level 7
78th Pyre 122nd year of Ascendancy at 14:12 see stats
By Nurgle Duck the Cornac Reaver level 29
72nd Regrowth 123rd year of Ascendancy at 01:37 see stats
By Nurgle Duck the Cornac Reaver level 10
71st Dusk 122nd year of Ascendancy at 11:29 see stats
By Nurgle Duck the Cornac Reaver level 27
48th Regrowth 123rd year of Ascendancy at 14:32 see stats
By Nurgle Duck the Cornac Reaver level 17
74th Haze 122nd year of Ascendancy at 06:04 see stats
Log
Terrified from Layenn the vampire lord hits Lightbringer for 8 mind, 0 darkness (8 total damage).
Carrion worm mass hits Bloated horror for 5 physical damage.
Talent Acid Strike is ready to use.
Carrion worm mass bites blight poison into bloated horror.
Carrion worm mass performs a melee critical strike against Bloated horror!
Terrified from Layenn the vampire lord hits Nurgle Duck for 6 mind, 6 darkness (12 total damage).
Carrion worm mass hits Bloated horror for 10 physical, 13 blight (23 total damage).
Carrion worm mass's wormblight area effect hits Bloated horror for 27 blight damage.
Blight Poison from Carrion worm mass hits Bloated horror for 21 blight damage.
Bloated horror uses Agony.
Nurgle Duck is writhing in agony!
--------------------------------
Nurgle Duck is confused and fails to use Worm Walk.
Lightbringer hits Bloated horror for 92 light damage.
Terrified from Layenn the vampire lord hits Lightbringer for 8 mind, 0 darkness (8 total damage).
Carrion worm mass hits Bloated horror for 4 physical damage.
Carrion worm mass's wormblight area effect hits Bloated horror for 27 blight damage.
Talent Rune: Acid Wave is ready to use.
Talent Virulent Disease is ready to use.
Your summoned carrion worm mass disappears.
Agony from Bloated horror hits Nurgle Duck for 54 mind damage.
Terrified from Layenn the vampire lord hits Nurgle Duck for 6 mind, 6 darkness (12 total damage).
Bloated horror uses Mind Sear.
Bloated horror's mind surges with critical power!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 218.
The powerful blow energizes Nurgle Duck reducing their cooldowns!
Bloated horror hits Nurgle Duck for 567 mind damage.
Blight Poison from Carrion worm mass hits Bloated horror for 21 blight damage.
Nurgle Duck the level 33 cornac reaver was mindraped to death by a bloated horror on level 9 of Dreadfell.