











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Roguelike |
Sex | Female |
Race | Thalore |
Class | Bulwark |
Level / Exp | 28 / 59% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 15 (base 12) |
Constitution | 62 (base 54) |
Magic | 11 (base 10) |
Willpower | 32 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | 1057/1231 |
Stamina | 161/166 |
Healing Factor | 1.5398029716162 |
Regeneration | 5.0043596577527 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 84 |
Accuracy | 46 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 0 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Darkness | +12% |
Nature | +8% |
Blight | +3% |
Physical | +8% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Blight | +10% |
Cold | +15% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 100.51742009424 (96.438666929426%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 17 |
Physical Save | 53 |
Spell Save | 28 |
Mental Save | 35 |
Defense: Resistances
Darkness | + 34%( 70%) |
Nature | + 39%( 70%) |
Blight | + 36%( 70%) |
Fire | + 56%( 70%) |
Cold | + 33%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Confusion Resistance | 10% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 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 mental and physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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 330 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Last Stand |
talent | Shield Wall |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 15. Intimidated |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 49. | 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: * '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 xorn fragment. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed electric eel tail. * You've found the needed hummerhorn wing. Agrimley 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 minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of elder vampire blood. * You've found the needed ritch stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +7 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +5 (+3 eff.) When Hit 2 acid defense ------ Armor +4 Fatigue +3% Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +7 (+4 eff.) other ------- EQ when Hit +0.04 Max hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Disrupt/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +6 (+3 eff.) defense ------ Resistance +3% all Spell save +7 (+3 eff.) Mind save +4 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +3 Con offense ------ Mind Crit +3% Mindpower +15 (+6 eff.) defense ------ Armor +4 Fatigue +4% Physical save +8 (+3 eff.) Mind save +8 (+4 eff.) other ------- Max psi +50.00 Light +2 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.6 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 233.27 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Armor +4 Rings make your fingers look great! |
On fingers | ![]() 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 (+3 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. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +12 cold While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +6 Defense +10 (+5 eff.) Resistance +6% blight +3% darkness Life +80.00 Disarm Resist +22% Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Critical power +10.00% Physical Power +10 (+4 eff.) Mindpower +8 (+4 eff.) Ignore resists +15% cold Accuracy +10 (+3 eff.) defense ------ Physical save +6 (+2 eff.) other ------- Max stamina +10.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 137% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +127 On-Hit, radius 1 +12 lightning While equipped: Stats +4 Con offense ------ Damage +12% darkness Ignore resists +10% lightning +5% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +13 Fatigue +8% Resistance +24% fire Physical save +10 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Mag +3 Wil defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +12% cold other ------- Infravision +1 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 T2 massive armor [Rare] Master While equipped: offense ------ Damage +15% acid +3% blight Ignore resists +10% blight When Hit 6 temporal On-Hit (Melee): * 20% chance to reduce armor by 5% defense ------ Armor +17 Fatigue +22% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 127 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. 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: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 278.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] 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 20 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. 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: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 95 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+7 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% mind Confus Resist +22% other ------- Masteries +0.12 Technique/Combat veteran Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +12.00% Accuracy +6 (+2 eff.) Ignore Armor +10 defense ------ Armor +3 Defense +7 (+4 eff.) Max Resistance +3% all Physical save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Life +22.00 Disarm Resist +25% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +5% cold Ignore resists +8% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 temporal On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: defense ------ Resistance +6% temporal Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 blight On-Hit, radius 1 +6 fire On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +6 fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Master Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+3 eff.) Disarm Resist +20% Blunt and deadly. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +10.00% Spellpower +6 (+3 eff.) Damage +15% darkness defense ------ Physical save +7 (+2 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+3 eff.) Damage +15% physical defense ------ Armor +3 Hardiness +2% Physical save +4 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: 10% Arcane Vortex level 2 Uses 2.0 Steam While equipped: Stats +2 Mag offense ------ Spellpower +6 (+3 eff.) Damage +7% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 147% Range: 1.0x-1.4x Uses 100% Str Damage Phys.bleed Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+13 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +5 (+3 eff.) Disarm Resist +20% One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Arcane Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 1 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +15% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +4 Con offense ------ Accuracy +5 (+1 eff.) On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +9 Cun +2 Con offense ------ Ignore resists +10% mind defense ------ Resistance +3% light +9% mind Mind save +10 (+5 eff.) Life +74.00 other ------- See Invisibility +12 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Disrupt/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% acid +7% blight Physical save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +3% acid +6% temporal +9% mind +5% arcane Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +14% physical defense ------ Resistance +14% physical +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Wil +5 Mag offense ------ Damage +17% fire defense ------ Resistance +25% fire +9% all other ------- Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Con defense ------ Armor +3 Fatigue -3% Resistance +6% lightning Physical save +6 (+2 eff.) Unlife -40.00 life Stun Resist +20% other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +5 Dex +2 Mag offense ------ Mindpower +6 (+3 eff.) On-Hit 20 darkness 7 nature 11 mind Damage +18% nature On-Hit (Melee): * 16% chance to reduce all saves and defense by 24 defense ------ Armor +2 Fatigue +3% Resistance +8% nature Mind save -10 (-5 eff.) Life Regen +4.20 other ------- Stamina/turn +0.80 Psi/turn +0.16 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 162.80 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+3 eff.) Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 fire Damage +3% fire Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 6 lightning Damage +6% lightning Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.65 to 97.96 lightning damage (65.31 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 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 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +8% cold other ------- Breathe water Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 232.6 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +20% darkness +15% acid defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +16% cold other ------- Mana/turn +0.13 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +4 Cun offense ------ Ignore Armor +5 defense ------ Armor +4 Fatigue +4% Resistance +7% blight Mind save +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +10 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% darkness +5% arcane +11% light Spell save +12 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Arcane/Nature While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +12% light +12% darkness Life +20.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +10% darkness +5% arcane +12% light Spell save +13 (+6 eff.) A suit of armour made of leather. |
![]() 17.0 Encumbrance T1 massive armor [Ego] Master While equipped: defense ------ Armor +12 Fatigue +22% Resistance +16% cold A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor [Ego] Nature/Master While equipped: defense ------ Armor +16 Fatigue +22% Life +25.00 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 132% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 While equipped: offense ------ Ignore resists +5% lightning defense ------ Armor +6 Fatigue +8% Resistance +3% lightning +21% fire +9% nature +9% cold Cut Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 135% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +79 While equipped: Stats +2 Cun offense ------ Damage +3% mind +9% fire Ignore resists +15% cold defense ------ Armor +6 Fatigue +8% Resistance +9% cold +10% physical other ------- Hate-on-crit +1.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Nature When used to Attack: Weapon Damage 94% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +19 On-Hit, radius 1 +10 fire While equipped: offense ------ On-Hit 5 fire When Hit 4 fire defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 104% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 While equipped: offense ------ On-Hit 8 lightning When Hit 3 lightning defense ------ Armor +4 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Arcane When used to Attack: Weapon Damage 108% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +10% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 133% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +87 On-hit +12 light +12 darkness On-crit, radius 2 +15 light +10 fire While equipped: Stats +1 Cun +3 Mag offense ------ Damage +10% light +11% darkness On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +7% fire +19% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 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 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 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 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 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.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Disrupt While equipped: defense ------ Resistance +3% all Physical save +7 (+2 eff.) Spell save +7 (+3 eff.) Healmod +13% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 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 30 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 61% of the healing done. This effect scales with your Magic stat.. Uses 75 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Nature Weapon Damage 120% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 On-ranged-hit +9 nature +10 cold On-crit, radius 2 +5 cold Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% temporal Ignore resists +10% mind +10% temporal When Hit 4 temporal defense ------ Resistance +12% mind +3% temporal Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% temporal Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% light +18% cold Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 23 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 172 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. 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. |
![]() 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 ElfyMcBullyEarsFace the Thalore Bulwark level 16
80th Haze 122nd year of Ascendancy at 14:44 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 7
2nd Summertide 122nd year of Ascendancy at 15:19 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 20
6th Allure 123rd year of Ascendancy at 20:02 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 18
7th Decay 122nd year of Ascendancy at 16:58 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 24
57th Regrowth 123rd year of Ascendancy at 22:41 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 10
62nd Dusk 122nd year of Ascendancy at 13:29 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 20
5th Allure 123rd year of Ascendancy at 11:51 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 21
22nd Regrowth 123rd year of Ascendancy at 14:11 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 7
37th Dusk 122nd year of Ascendancy at 15:28 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 26
44th Pyre 123rd year of Ascendancy at 18:13 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 9
44th Dusk 122nd year of Ascendancy at 08:19 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 17
7th Decay 122nd year of Ascendancy at 01:28 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 21
20th Regrowth 123rd year of Ascendancy at 10:13 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 28
74th Pyre 123rd year of Ascendancy at 12:09 see stats
By ElfyMcBullyEarsFace the Thalore Bulwark level 17
1st Decay 122nd year of Ascendancy at 07:56 see stats
Log
ElfyMcBullyEarsFace hits Salassra the bone giant for (24 blocked), 0 physical (0 total damage).
Salassra the bone giant regains their energy.
Salassra the bone giant hits ElfyMcBullyEarsFace for 4 physical, 5 blight, 2 fire (12 total damage).
Melee retaliation hits Salassra the bone giant for 6 temporal, 2 acid (8 total damage).
ElfyMcBullyEarsFace hits Salassra the bone giant for 19 physical damage.
Salassra the bone giant uses Stun.
ElfyMcBullyEarsFace resists the stunning blow!
Salassra the bone giant hits ElfyMcBullyEarsFace for 2 physical, 5 blight, 2 fire (10 total damage).
Melee retaliation hits Salassra the bone giant for 6 temporal, 2 acid (8 total damage).
ElfyMcBullyEarsFace hits Salassra the bone giant for 32 physical damage.
Salassra the bone giant uses Bone Armour.
A shield forms around Salassra the bone giant.
Salassra the bone giant's armor corrodes!
ElfyMcBullyEarsFace hits Salassra the bone giant for (18 absorbed), 0 physical (0 total damage).
Salassra the bone giant uses Shield Pummel.
ElfyMcBullyEarsFace resists the shield bash!
Salassra the bone giant hits ElfyMcBullyEarsFace for 2 physical, 8 blight, 3 physical, 8 blight (22 total damage).
Melee retaliation hits Salassra the bone giant for (6 absorbed), 0 temporal, (2 absorbed), 0 acid, (6 absorbed), 0 temporal, (2 absorbed), 0 acid (0 total damage).
Salassra the bone giant is weakened by the darkness!
ElfyMcBullyEarsFace hits Salassra the bone giant for (15 absorbed), 0 physical (0 total damage).
ElfyMcBullyEarsFace hits Salassra the bone giant for (37 absorbed), 0 physical (0 total damage).
Melee retaliation hits Salassra the bone giant for (6 absorbed), 0 temporal, (2 absorbed), 0 acid (0 total damage).
Salassra the bone giant hits ElfyMcBullyEarsFace for 2 physical, 4 blight, 2 fire (8 total damage).