










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Wyrmic |
Level / Exp | 38 / 32% |
Size | huge |
Lifes / Deaths | Killed by umbral horror at level 20 on the 20th Dusk 122nd year of Ascendancy at 18:28 0 / 8Killed by dreaming horror at level 28 on the 8th Haze 122nd year of Ascendancy at 22:09 Killed by Ukruk the Fierce at level 30 on the 13rd Haze 122nd year of Ascendancy at 12:33 Killed by Layemiba the orc master assassin at level 31 on the 36th Haze 122nd year of Ascendancy at 07:19 Killed by Eleba the gigantic sandworm tunneler at level 37 on the 50th Haze 122nd year of Ascendancy at 07:21 Killed by Krogmic at level 37 on the 50th Haze 122nd year of Ascendancy at 18:17 Killed by Krogmic at level 37 on the 50th Haze 122nd year of Ascendancy at 19:12 Killed by Xurikira the gigantic sandworm tunneler at level 38 on the 62nd Haze 122nd year of Ascendancy at 00:58 |
Antimagic | Follower |
Primary Stats
Strength | 87 (base 60) |
Dexterity | 21 (base 13) |
Constitution | 40 (base 30) |
Magic | 11 (base 10) |
Willpower | 86 (base 60) |
Cunning | 24 (base 10) |
Resources
Life | -222/1574 |
Stamina | 384/401 |
Equilibrium | 55 |
Healing Factor | 1.4922297605397 |
Regeneration | 35.652287575825 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 12 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 116 |
Accuracy | 48 |
Crit Chance | 27% |
APR | 42 |
Speed | 0.89 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 3.6666666666667 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 29% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +64% |
Blight | +20% |
Arcane | +21% |
Cold | +34% |
All | 0% |
Darkness | +20% |
Physical | +23% |
Lightning | +20% |
Mind | +6% |
Fire | +41% |
Nature | +34% |
Offense: Damage Penetration
Cold | +55% |
Lightning | +30% |
Acid | +30% |
Darkness | +30% |
Blight | +45% |
Physical | +75% |
Fire | +30% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 55.317011280366 (92.903125182002%) |
Defense | 45 |
Ranged Defense | 48 |
Fatigue | 43 |
Physical Save | 45 |
Spell Save | 50 |
Mental Save | 44 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 70%( 70%) |
All | + 16%( 70%) |
Darkness | + 47%( 70%) |
Physical | + 39%( 70%) |
Lightning | + 48%( 70%) |
Mind | + 35%( 70%) |
Fire | + 70%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 0% |
Confusion Resistance | 100% |
Disarm Resistance | 100% |
Knockback Resistance | 89% |
Instadeath Resistance | 100% |
Blind Resistance | 89% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Constitution stat. |
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 magical and physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous 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 -717 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 1434 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 Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.50 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Islotira the skeleton warrior. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Xerin the giant blue ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Krogmic. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Adyyatta the thief. Escort: worried loremaster (level 2 of Dreadfell) | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shax 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 661. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +3 Mag +4 Wil +2 Cun +3 Con offense ------ Mindpower +5 (+2 eff.) Move Speed +10% Ignore resists +5% physical defense ------ Armor +3 Fatigue -6% Unlife -80.00 life Life +34.00 Disease Resist +20% other ------- Stamina/turn +0.40 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 90% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Master/Psionic While equipped: defense ------ Defense +10 (+3 eff.) Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) Blind Resist +20% Confus Resist +15% other ------- Light +7 See Stealth +12 See Invisibility +9 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str offense ------ Damage +15% arcane Ignore resists +25% cold defense ------ Armor +3 Fatigue +3% Resistance +7% nature Spell save +8 (+3 eff.) Life +71.00 Healmod +13% 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 426.3 Physical damage. If the attack hits, the target is confused (31% 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 cap made of leather. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Disrupt While equipped: Stats +3 Cun +3 Str offense ------ On-Hit 5 acid 11 nature Damage +6% nature +5% acid On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +3 Resistance +7% acid +13% darkness +17% blight +15% arcane +8% nature Crit Resistance 5.00% Affinity +14% nature Spell save +19 (+6 eff.) other ------- See Invisibility +3 Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +9% acid +14% cold +6% arcane Accuracy +11 (+4 eff.) Ignore Armor +10 On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Defense +13 (+4 eff.) Resistance +6% acid +28% cold +5% arcane Life +88.00 Life Regen +14.00 Healmod +14% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +25% physical defense ------ Resistance +15% darkness Spell save +9 (+3 eff.) Mind save +9 (+3 eff.) Disarm Resist +20% Confus Resist +64% other ------- Stamina/turn +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex offense ------ Critical power +16.00% Damage +3% physical Ignore resists +15% physical Accuracy +7 (+3 eff.) Ignore Armor +17 defense ------ Armor +6 Resistance +23% mind Physical save +9 (+3 eff.) Unlife -20.00 life Confus Resist +27% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Disrupt Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Mind Crit +2% Damage +6% mind Ignore Armor +4 defense ------ Resistance +13% acid +12% lightning +11% cold +11% fire +6% all Spell save +8 (+3 eff.) Mind save +12 (+4 eff.) Unlife -80.00 life other ------- Stamina/turn +2.00 Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +11 (+3 eff.) Damage +21% fire Ignore resists +15% blight When Hit 2 fire defense ------ Resistance +3% blight Physical save +7 (+2 eff.) Life +47.00 other ------- Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+6 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mind Crit +7% Damage +30% acid defense ------ Defense +2 (+0 eff.) Resistance +6% darkness +6% cold Unlife -40.00 life Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% fire +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 146 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 [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 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 4 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 [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 cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 3 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 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 119 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.6 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 267 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (104). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun defense ------ Resistance +11% nature +10% blight Poison Resist +21% Disease Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +1.0% Damage +9% lightning +12% physical defense ------ Armor +2 Resistance +11% lightning Stun Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% acid defense ------ Armor +6 Resistance +3% acid +9% darkness +6% blight Physical save +6 (+2 eff.) Spell save +3 (+1 eff.) Disarm Resist +10% other ------- Masteries +0.28 Cunning/Survival +0.28 Wild-gift/Fire drake aspect Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% lightning Stun Resist +32% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Power +30 (+8 eff.) Ignore Armor +2 When Hit 8 mind defense ------ Defense +10 (+3 eff.) Resistance +14% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +11% physical defense ------ Armor +2 Resistance +5% arcane +11% physical Teleport Resist +10% Rings make your fingers look great! |
![]() 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.02 cold and 22.97 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +11 (+4 eff.) Confus Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +13% physical defense ------ Resistance +13% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Life Regen +1.00 Stun Resist +36% Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 108% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Nature Weapon Damage 167% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +41 lightning +26 cold While equipped: offense ------ Move Speed +57% Ignore resists +30% lightning +35% cold Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Nature Weapon Damage 112% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 nature On-Hit, radius 1 +10 fire Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Disrupt Weapon Damage 106% 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% Damage Against +6% Unnatural While equipped: Stats +1 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 55% * 10 arcane resource burn defense ------ Resistance +3% fire Blunt and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Psionic Weapon Damage 107% 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% On-hit +5 mind On Hit: * 12% chance to reduce all saves and defense by 28 While equipped: Stats +1 Cun +1 Wil Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Fire Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 136% 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 +4.5% Attack Speed 100% On-hit +8 darkness Damage Against +8% Living On-crit, radius 2 +8 physical While equipped: Stats +1 Dex +4 Wil defense ------ Defense +5 (+1 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 121% 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 +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% Damage +3% mind defense ------ Defense +10 (+3 eff.) Resistance +12% blight Physical save +6 (+2 eff.) Life +100.00 One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Nature Weapon Damage 138% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +16 nature On-Hit, radius 1 +16 mind On-crit, radius 2 +8 mind While equipped: Stats +3 Con +7 Mag defense ------ Resistance +15% light other ------- Light +3 Infravision +3 One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +12% light +12% cold Spell save +7 (+2 eff.) Unlife -60.00 life Life +100.00 other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +9% acid +21% fire When Hit 10 fire defense ------ Physical save +8 (+3 eff.) other ------- Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +11 Dex +10 Cun +10 Lck offense ------ Physical Crit +13.0% Mind Crit +13% Damage +9% darkness +9% fire Ignore resists +20% darkness +15% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Stealth +15 Life +63.00 other ------- Disarm Traps +19 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +5% temporal A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +15% mind +9% physical Accuracy +25 (+9 eff.) On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Resistance +8% lightning +8% temporal Mind save +6 (+2 eff.) Unlife -60.00 life A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +25% lightning +20% cold +5% mind defense ------ Defense +2 (+0 eff.) Life +36.00 other ------- Hate-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: Stats +3 Str +1 Dex +2 Con defense ------ Defense +1 (+0 eff.) Spell save +4 (+1 eff.) Disease Resist +15% other ------- Stamina/turn +0.30 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +6 Mag +6 Wil +3 Con offense ------ Damage +17% lightning +12% physical +17% mind +21% cold Accuracy +5 (+2 eff.) defense ------ Armor +6 Defense +25 (+8 eff.) Resistance +9% lightning +13% blight +8% cold +17% mind +13% all Life +52.00 Life Regen +2.20 Healmod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+5 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Armor +11 Spell save +6 (+2 eff.) Unlife -40.00 life Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ Move Speed +10% Damage +3% acid +6% temporal Ignore resists +10% temporal On-Hit (Melee): * 10% chance to reduce armor by 9% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue -4% Resistance +6% acid +6% temporal Life +38.00 other ------- Stamina/turn +0.90 Max stamina +13.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.3 Power cost 25 out of 25/25. Range 6 Cooldown: 35 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 T4 hands armor [Random Unique] Nature/Disrupt While equipped: offense ------ On-Hit 6 lightning 10 cold Damage +5% lightning +5% cold Ignore resists +10% lightning defense ------ Armor +3 Fatigue +5% Resistance +8% lightning +6% temporal +10% darkness +17% blight +10% cold +9% arcane +3% nature Affinity +8% nature Spell save +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Master While equipped: Stats +2 Str +6 Dex offense ------ Physical Power +10 (+3 eff.) Accuracy +23 (+8 eff.) defense ------ Armor +2 Resistance +6% lightning +3% blight +5% arcane +3% darkness Spell save +3 (+1 eff.) 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 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. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 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 196.16 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 T4 hands armor [Ego+] Master While equipped: Stats +8 Str +4 Dex +4 Cun offense ------ Physical Power +12 (+3 eff.) defense ------ Armor +3 Fatigue +5% Physical save +11 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Cun defense ------ Armor +2 Resistance +5% arcane Physical save +3 (+1 eff.) Unlife -80.00 life Life Regen +4.00 Teleport Resist +20% other ------- Stamina/turn +0.60 Max stamina +16.00 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 T4 hands armor [Ego++] Master While equipped: Stats +3 Con defense ------ Armor +7 Physical save +15 (+5 eff.) Spell save +6 (+2 eff.) Mind save +14 (+5 eff.) Life +63.00 Disarm Resist +46% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +13.0% Spell Crit +15% Mind Crit +10% Critical power +11.00% Accuracy +6 (+2 eff.) defense ------ Armor +3 Fatigue +5% Physical save +8 (+3 eff.) Mind save +9 (+3 eff.) Disarm Resist +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +5 Con offense ------ Damage +9% cold defense ------ Armor +4 Fatigue +4% Resistance +9% lightning +8% temporal +6% light +12% cold Spell save +6 (+2 eff.) 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 426.3 Physical damage. If the attack hits, the target is confused (31% 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Critical power +5.00% Damage +11% fire Ignore resists +5% physical defense ------ Defense +1 (+0 eff.) Resistance +16% fire +6% nature +1% physical A pointy cloth hat, very wizardly... |
![]() 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 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: defense ------ Armor +34 Defense +5 (+1 eff.) Fatigue +5% Physical save +10 (+3 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Life +103.00 Life Regen +11.40 Healmod +36% A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor [Random Unique] Nature/Master While equipped: offense ------ Damage +6% lightning defense ------ Armor +16 Fatigue +22% Resistance +20% acid +27% physical +36% lightning +26% fire +6% nature +20% cold Physical save +18 (+6 eff.) Spell save +3 (+1 eff.) Disarm Resist +68% Stun Resist +55% Knockbk Resist +64% other ------- Cooldown Rush -10 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 131% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +94 While equipped: offense ------ Damage +3% mind defense ------ Armor +12 Fatigue +8% Resistance +5% arcane +18% cold Life +80.00 Poison Resist +10% Silence Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+2 eff.) Ranged Defense +8 (+3 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 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 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+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: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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.(139 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% acid +3% mind Ignore resists +10% acid On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance 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 Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 326.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T3 shot ammo Reqs Dex 24 [Rare] Master Weapon Damage 155% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +20 acid +20 mind On-Hit, radius 1 +20 acid On-crit, radius 2 +20 acid On Hit: * 20% chance to reduce all saves and defense by 28 * 20% chance to slow global speed by 55% * 20% chance to reduce armor by 9% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Wil offense ------ Critical power +10.00% Mindpower +30 (+10 eff.) other ------- Hate-on-crit +2.00 Max psi +50.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 301 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 147 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. |
![]() 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 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Krogmic the Krog Wyrmic level 30
15th Haze 122nd year of Ascendancy at 05:42 see stats
By Krogmic the Krog Wyrmic level 30
13rd Haze 122nd year of Ascendancy at 12:30 see stats
By Krogmic the Krog Wyrmic level 12
3rd Flare 122nd year of Ascendancy at 17:58 see stats
By Krogmic the Krog Wyrmic level 36
46th Haze 122nd year of Ascendancy at 09:53 see stats
By Krogmic the Krog Wyrmic level 34
42nd Haze 122nd year of Ascendancy at 16:50 see stats
By Krogmic the Krog Wyrmic level 24
74th Dusk 122nd year of Ascendancy at 04:07 see stats
By Krogmic the Krog Wyrmic level 33
38th Haze 122nd year of Ascendancy at 20:54 see stats
By Krogmic the Krog Wyrmic level 31
36th Haze 122nd year of Ascendancy at 08:17 see stats
By Krogmic the Krog Wyrmic level 21
28th Dusk 122nd year of Ascendancy at 22:17 see stats
By Krogmic the Krog Wyrmic level 24
66th Dusk 122nd year of Ascendancy at 00:31 see stats
By Krogmic the Krog Wyrmic level 27
7th Haze 122nd year of Ascendancy at 16:29 see stats
By Krogmic the Krog Wyrmic level 30
28th Haze 122nd year of Ascendancy at 12:50 see stats
By Krogmic the Krog Wyrmic level 32
36th Haze 122nd year of Ascendancy at 18:18 see stats
By Krogmic the Krog Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 01:07 see stats
By Krogmic the Krog Wyrmic level 20
20th Dusk 122nd year of Ascendancy at 08:45 see stats
By Krogmic the Krog Wyrmic level 30
13rd Haze 122nd year of Ascendancy at 07:01 see stats
By Krogmic the Krog Wyrmic level 37
50th Haze 122nd year of Ascendancy at 15:53 see stats
By Krogmic the Krog Wyrmic level 24
79th Dusk 122nd year of Ascendancy at 20:52 see stats
By Krogmic the Krog Wyrmic level 33
39th Haze 122nd year of Ascendancy at 00:30 see stats
By Krogmic the Krog Wyrmic level 20
20th Dusk 122nd year of Ascendancy at 18:20 see stats
By Krogmic the Krog Wyrmic level 9
3rd Mirth 122nd year of Ascendancy at 02:24 see stats
By Krogmic the Krog Wyrmic level 22
30th Dusk 122nd year of Ascendancy at 05:32 see stats
By Krogmic the Krog Wyrmic level 15
8th Dusk 122nd year of Ascendancy at 20:38 see stats
By Krogmic the Krog Wyrmic level 29
12nd Haze 122nd year of Ascendancy at 22:39 see stats
Log
Krogmic receives 95 healing from Deadly Poison from Xurikira the gigantic sandworm tunneler.
Krogmic gains 2% of a turn from Ancestral Life.
Krogmic uses Infusion: Wild.
Krogmic is no longer poisoned.
Krogmic is cured!
Krogmic lessens the pain.
Krogmic uses One with Nature.
Krogmic uses Infusion: Wild.
Krogmic is no longer pinned.
Krogmic is cured!
Krogmic uses Shield Slam.
Krogmic misses Xurikira the gigantic sandworm tunneler.
Krogmic has been set up!
Xurikira the gigantic sandworm tunneler performs a melee critical strike against Krogmic!
Krogmic redirects the effect 'Deadly Poison'!
Xurikira the gigantic sandworm tunneler is poisoned!
Xurikira the gigantic sandworm tunneler throws Krogmic to the ground!
Krogmic misses Xurikira the gigantic sandworm tunneler.
Krogmic performs a melee critical strike against Xurikira the gigantic sandworm tunneler!
Xurikira the gigantic sandworm tunneler slows down.
Xurikira the gigantic sandworm tunneler hits Krogmic for 251 physical, 6 physical, 6 physical, 6 physical (269 total damage).
Krogmic hits Xurikira the gigantic sandworm tunneler for (25 flat reduction), 25 physical, (25 flat reduction), 11 fire, (6 flat reduction), 0 nature, (4 flat reduction), 0 acid (36 total damage).
Melee retaliation hits Xurikira the gigantic sandworm tunneler for (13 flat reduction), 0 darkness, (1 flat reduction), 0 fire, (17 flat reduction), 0 cold (0 total damage).
Xurikira the gigantic sandworm tunneler throws a finishing uppercut.
Xurikira the gigantic sandworm tunneler performs a melee critical strike against Krogmic!
Krogmic resists the stun!
Xurikira the gigantic sandworm tunneler hits Krogmic for (320 blocked), 77 physical (77 total damage).
Melee retaliation hits Xurikira the gigantic sandworm tunneler for (13 flat reduction), 0 darkness, (1 flat reduction), 0 fire, (17 flat reduction), 0 cold (0 total damage).
Krogmic the level 38 krog wyrmic was squished to death by Xurikira the gigantic sandworm tunneler on level 1 of Briagh's Lair.