











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 31 / 96% |
Size | medium |
Lifes / Deaths | Killed by saw horror at level 10 on the 25th Voratun 122nd year of Ascendancy at 20:48 0 / 7Killed by elven cultist at level 14 on the 9th Profit 122nd year of Ascendancy at 13:32 Killed by Glorira the fox at level 21 on the 31st Profit 122nd year of Ascendancy at 16:00 Killed by Giranor the skeleton warrior at level 27 on the 18th Wealth 122nd year of Ascendancy at 04:31 Killed by Adoba the gigantic corrosive tunneler at level 29 on the 26th Wealth 122nd year of Ascendancy at 19:29 Killed by Zubetta the Guardian at level 31 on the 36th Dearth 122nd year of Ascendancy at 02:55 Killed by 3-headed hydra (wild summon) at level 31 on the 36th Dearth 122nd year of Ascendancy at 06:59 |
Primary Stats
Strength | 46 (base 40) |
Dexterity | 21 (base 10) |
Constitution | 30 (base 12) |
Magic | 94 (base 52) |
Willpower | 67 (base 40) |
Cunning | 23 (base 11) |
Resources
Life | -36/1195 |
Mana | 372/705 |
Equilibrium | 45 |
Healing Factor | 1.1592147729954 |
Regeneration | 9.563521877212 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 35.074207531484 |
See Invisible | 30.074207531484 |
Offense: Mainhand
Damage | 138 |
Accuracy | 53 |
Crit Chance | 11% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 83 |
Accuracy | 53 |
Crit Chance | 12% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +26% |
Light | +24% |
Arcane | +5% |
Nature | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +8% |
Mind | +15% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 56.36174050493 (81.898876157654%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 40 |
Physical Save | 30 |
Spell Save | 44 |
Mental Save | 50 |
Defense: Resistances
Acid | -6%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 21%( 70%) |
All | + 3%( 70%) |
Darkness | + 46%( 70%) |
Light | + 22%( 70%) |
Physical | + 18%( 70%) |
Mind | + 9%( 70%) |
Fire | + 44%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Silence Resistance | 49% |
Disarm Resistance | 20% |
Knockback Resistance | 40% |
Confusion Resistance | 100% |
Stun Resistance | 64% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 657% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Mayida the rattlesnake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Shield Offense. Escort: lost defiler (level 2 of Daikara) | failed |
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 talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Mayovea the ghast. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Shield Offense. Escort: lost warrior (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed warg claw. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 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 | ![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +8% Ignore resists +10% arcane defense ------ Armor +3 Spell save +18 (+6 eff.) Silence Resist +29% Confus Resist +29% Stun Resist +34% other ------- Max mana +40.00 Max vim +20.00 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: defense ------ Resistance +9% blight +6% cold +3% darkness Mind save +6 (+2 eff.) Life +20.00 Life Regen +2.00 Disease Resist +10% Disarm Resist +20% other ------- Light +4 See Stealth +12 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +8 Wil offense ------ Spellpower +10 (+3 eff.) On-Hit 5 acid 5 lightning 5 cold 4 arcane 5 fire Damage +5% arcane defense ------ Armor +2 Resistance +5% arcane 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 T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore Shields +30% defense ------ Life +100.00 Life Regen +4.00 Pinning Resist +20% Knockbk Resist +10% other ------- Max mana +100.00 Max vim +40.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Dex +4 Mag +5 Wil +6 Cun offense ------ Spellpower +7 (+2 eff.) Damage +12% nature +6% darkness Accuracy +7 (+3 eff.) defense ------ Resistance +24% nature +6% mind Unlife -20.00 life Disease Resist +20% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +12% Accuracy +7 (+3 eff.) defense ------ Defense +7 (+4 eff.) Stun Resist +30% Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex defense ------ Resistance +6% acid +15% fire +5% arcane Crit Resistance 10.00% Life +80.00 Silence Resist +20% Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 136% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 On-crit, radius 2 +18 light +10 fire While equipped: offense ------ On shield block: * Deals 146 light and fire damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +7% light +27% fire other ------- Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +5% Critical power +15.00% Spellpower +5 (+2 eff.) Ignore resists +15% mind defense ------ Defense +11 (+6 eff.) Mind save +8 (+2 eff.) Stealth +5 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Ego++] Arcane/Nature When used to Attack: Weapon Damage 162% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +146 On-hit +10 nature +12 light +14 darkness While equipped: Stats +6 Cun +4 Mag offense ------ Damage +14% light +11% darkness defense ------ Armor +8 Fatigue +8% Resistance +13% blight +15% nature +12% light +13% darkness Life +72.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Con offense ------ Damage +9% darkness Ignore resists +8% darkness Accuracy +17 (+6 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -4% Resistance +9% blight +12% cold +18% darkness Stealth +8 Life +48.00 other ------- Max stamina +17.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+5 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+8 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] 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 82 then cleanse 1 wound, poison, and disease effect. 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 instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. 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: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. 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: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 33 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 -396 life. The duration and life will increase by 1% for every 1% life you have lost (currently 804 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 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: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 651% 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 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 light, 3 arcane, 3 cold, 4 nature, 5 darkness 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: 17 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1164% for 10 turns (0 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 243 (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 T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 6 lightning defense ------ Resistance +15% light +12% darkness Unlife -20.00 life Blind Resist +43% Disarm Resist +20% Pinning Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str defense ------ Resistance +12% nature +15% blight Poison Resist +22% Disease Resist +21% 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 [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +10 Cun offense ------ Critical power +5.00% Damage +13% acid +9% arcane Accuracy +9 (+3 eff.) When Hit 2 mind defense ------ Armor +8 Resistance +26% acid other ------- Psi when Hit +0.04 Max hate +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Wil +5 Cun +2 Con defense ------ Defense +40 (+17 eff.) Resistance +6% acid Crit Resistance 10.00% Disarm Resist +20% Pinning Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex +1 Mag offense ------ Damage +11% temporal Ignore resists +10% light defense ------ Resistance +12% acid +11% temporal other ------- Infravision +3 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +6 Wil +7 Con offense ------ Physical Power +12 (+2 eff.) Damage +6% mind Ignore resists +10% mind Accuracy +11 (+4 eff.) Ignore Armor +11 defense ------ Defense +13 (+7 eff.) Resistance +6% lightning +12% mind Mind save +12 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 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 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex offense ------ Damage +14% acid +6% darkness Ignore resists +5% darkness Accuracy +10 (+4 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +28% acid +9% darkness Life +35.00 Disarm Resist +32% Pinning Resist +27% Knockbk Resist +34% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Cun offense ------ Accuracy +8 (+3 eff.) Ignore Armor +9 defense ------ Defense +11 (+6 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 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 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Con offense ------ On-Hit 11 light On-Ranged-Hit 16 light Damage +10% light defense ------ Spell save +13 (+5 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Nature Weapon Damage 118% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +8 temporal +12 nature +16 arcane On-crit, radius 2 +8 mind While equipped: offense ------ Critical power +15.00% Damage +9% arcane When Hit 2 arcane defense ------ Mind save +9 (+3 eff.) other ------- Mana/turn +0.16 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 165% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +8 lightning +23 cold On-Hit, radius 1 +8 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Wil +4 Con other ------- See Invisibility +6 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Weapon Damage 122% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +8 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% defense ------ Armor +16 Resistance +12% lightning Physical save +12 (+6 eff.) Spell save +6 (+2 eff.) Life Regen +4.00 Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +13 nature On-Hit, radius 1 +12 mind While equipped: Stats +4 Wil offense ------ Mindpower +15 (+5 eff.) Damage +12% physical When Hit 8 mind On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +12% nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Weapon Damage 144% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Accuracy +9 (+3 eff.) Ignore Armor +9 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Weapon Damage 136% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +30 Critical Rate +8.0% Attack Speed 100% Ignore Shields +13% While equipped: offense ------ Ignore resists +9% physical Accuracy +5 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 148% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage While equipped: offense ------ Ignore resists +9% all Accuracy +17 (+6 eff.) Ignore Armor +7 Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 134% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +8 lightning On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: Stats +4 Str offense ------ Damage +27% lightning Ignore resists +10% fire other ------- Infravision +3 Massive two-handed mauls. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +14 acid While equipped: Stats +2 Cun offense ------ Damage +17% acid +6% nature Ignore resists +25% mind defense ------ Resistance +15% darkness other ------- EQ when Hit +0.16 Max hate +10.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +9 acid While equipped: offense ------ Damage +14% acid +6% cold +6% darkness defense ------ Resistance +15% blight +9% fire +5% arcane +12% lightning Life +20.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 130% 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 +9% Critical power +14.00% Spellpower +6 (+2 eff.) Damage +15% fire Ignore resists +10% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +15% nature +2% physical Life +80.00 Poison Resist +10% Pinning Resist +20% Teleport Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+4 eff.) Damage +25% cold defense ------ Armor +6 Defense +6 (+3 eff.) other ------- Wards +2 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Disrupt Weapon Damage 116% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% Damage Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ When Hit 4 darkness defense ------ Resistance +6% fire +9% nature +6% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +6 (+3 eff.) Resistance +9% fire Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Unlife -40.00 life Life +20.00 Disease Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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 [Rare] Nature While equipped: offense ------ Damage +18% lightning defense ------ Resistance +36% lightning +9% darkness +3% acid +18% cold +3% nature +11% all Crit Resistance 5.00% Physical save +6 (+3 eff.) Spell save +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Cun offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +16% light +32% darkness defense ------ Resistance +15% darkness +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str offense ------ Ignore resists +25% physical defense ------ Armor +4 Fatigue -3% Resistance +6% light Physical save +8 (+4 eff.) other ------- Encumbrance +25 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 [Rare] Arcane While equipped: Stats +2 Dex +2 Con offense ------ Physical Power +5 (+1 eff.) Spellpower +4 (+2 eff.) defense ------ Armor +1 Defense +15 (+8 eff.) Unlife -20.00 life Healmod +15% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% defense ------ Armor +1 Resistance +11% lightning +6% temporal Physical save +6 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +7 Lck +5 Dex defense ------ Armor +3 Stealth +8 other ------- Stamina/turn +0.60 Max stamina +27.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +3% darkness Accuracy +10 (+4 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 20% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 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. |
![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Wil +3 Cun +3 Con offense ------ On-Hit 8 nature Damage +7% nature +9% arcane On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +2 Fatigue +3% Resistance +8% nature Crit Resistance 15.00% other ------- Infravision +2 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 [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 21 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 156.02 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +8 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 5 acid 6 lightning 5 cold 9 arcane 4 fire Damage +4% arcane defense ------ Armor +2 Resistance +5% arcane 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 T3 head armor [Rare] Master While equipped: Stats +3 Str +7 Con offense ------ Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +10 (+4 eff.) Damage +6% physical Ignore resists +15% physical Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Physical save +7 (+4 eff.) Mind save +10 (+3 eff.) Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.0 Power cost 24 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 14 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 cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Critical power +10.00% When Hit 4 nature defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +4 Wil +2 Cun offense ------ Physical Power +8 (+2 eff.) Damage +3% nature Ignore resists +20% blight Ignore Armor +5 When Hit 4 blight On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +3 Fatigue +3% Resistance +5% cold +5% physical Physical save +7 (+4 eff.) other ------- Breathe water A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Mag defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +6% light Life +20.00 Disease Resist +10% Confus Resist +20% other ------- Psi when Hit +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Str +8 Wil +3 Cun offense ------ Physical Power +8 (+2 eff.) Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% physical Physical save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +6% arcane Ignore resists +15% arcane defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +9% cold +20% fire +5% arcane +6% physical Physical save +12 (+6 eff.) Life +66.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% physical +6% mind Physical save +10 (+5 eff.) Spell save +18 (+6 eff.) Mind save +10 (+3 eff.) Life +27.00 Life Regen +3.00 Healmod +11% A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+3 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+10 eff.) Ranged Defense +10 (+5 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 128% Range: 1.0x-1.4x Uses 50% Mag, 150% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+5 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 105% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +60 On-hit +10 nature +12 lightning On-Hit, radius 1 +8 lightning On-crit, radius 2 +8 lightning While equipped: defense ------ Armor +8 Fatigue +8% Resistance +19% acid +3% temporal +12% blight +3% fire +12% nature Life +29.00 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Wil +4 Cun +8 Con offense ------ Ignore resists +20% mind Accuracy +6 (+2 eff.) When Hit 10 mind On-Hit (Melee): * 20% chance to reduce armor by 38% other ------- Light +2 Infravision +4 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. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +20 (+10 eff.) Resistance +5% arcane Crit Resistance 5.00% Physical save +6 (+3 eff.) Life Regen +2.00 Healmod +11% Blind Resist +10% Knockbk Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 T3 shot ammo Reqs Dex 24 [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 Auto Reload 3 On-Hit, radius 1 +20 blight On-crit, radius 2 +8 acid +8 light On Hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Master Weapon Damage 134% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 19 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ When Hit 8 nature defense ------ Defense +25 (+12 eff.) Resistance +6% lightning Unlife -80.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Shield Offense the Drem Stone Warden level 31
30th Wealth 122nd year of Ascendancy at 20:46 see stats
By Shield Offense the Drem Stone Warden level 22
43rd Profit 122nd year of Ascendancy at 03:47 see stats
By Shield Offense the Drem Stone Warden level 22
42nd Profit 122nd year of Ascendancy at 21:27 see stats
By Shield Offense the Drem Stone Warden level 28
22nd Wealth 122nd year of Ascendancy at 07:55 see stats
By Shield Offense the Drem Stone Warden level 10
23rd Voratun 122nd year of Ascendancy at 22:08 see stats
By Shield Offense the Drem Stone Warden level 20
30th Profit 122nd year of Ascendancy at 06:12 see stats
By Shield Offense the Drem Stone Warden level 30
27th Wealth 122nd year of Ascendancy at 15:57 see stats
By Shield Offense the Drem Stone Warden level 21
41st Profit 122nd year of Ascendancy at 23:22 see stats
By Shield Offense the Drem Stone Warden level 26
16th Wealth 122nd year of Ascendancy at 16:45 see stats
By Shield Offense the Drem Stone Warden level 9
23rd Voratun 122nd year of Ascendancy at 12:12 see stats
By Shield Offense the Drem Stone Warden level 13
2nd Profit 122nd year of Ascendancy at 16:44 see stats
By Shield Offense the Drem Stone Warden level 23
44th Profit 122nd year of Ascendancy at 06:15 see stats
By Shield Offense the Drem Stone Warden level 15
12nd Profit 122nd year of Ascendancy at 02:26 see stats
Log
Shield Offense killed Ritch flamespitter (wild summon)!
Shield Offense uses Elemental Split.
Cyruta the giant acid ant summons a 3-headed hydra!
Rimebark is seized by a stone vine.
Stone Half (Shield Offense) is poisoned!
Crystaline Half (Shield Offense) is poisoned!
Hungering mouth is poisoned!
Shield Offense is poisoned!
Rimebark's ice area effect hits Cyruta the giant acid ant for 82 cold damage.
Rimebark's ice area effect hits 3-headed hydra (wild summon) for 180 cold damage.
Rimebark's ice area effect hits Shield Offense for (51 flat reduction), 177 cold (177 total damage).
Rimebark's ice area effect hits Stone Half (Shield Offense) for (51 flat reduction), 185 cold (185 total damage).
Cyruta the giant acid ant's poison area effect hits Shield Offense for (33 flat reduction), 0 cold (0 total damage).
Cyruta the giant acid ant's poison area effect hits Crystaline Half (Shield Offense) for (34 flat reduction), 0 cold (0 total damage).
Cyruta the giant acid ant's poison area effect hits Hungering mouth for 18 cold damage.
Cyruta the giant acid ant's poison area effect hits Stone Half (Shield Offense) for (34 flat reduction), 0 cold (0 total damage).
Stone Vine from Shield Offense hits Cyruta the giant acid ant for 32 nature, 20 arcane (52 total damage).
Shield Offense activates Body of Stone.
Shield Offense casts Stone Wall.
Shield Offense hits Rimebark for 230 physical damage.
Shield Offense hits Cyruta the giant acid ant for 175 physical damage.
Shield Offense hits 3-headed hydra (wild summon) for 230 physical damage.
Stone Half (Shield Offense) uses Taunt.
Stone Vine from Shield Offense hits Rimebark for 39 nature, 24 arcane (64 total damage).
3-headed hydra (wild summon) breathes acid!
3-headed hydra (wild summon) hits Shield Offense for (51 flat reduction), 265 acid (265 total damage).
3-headed hydra (wild summon) hits Stone Half (Shield Offense) for (51 flat reduction), 323 acid (323 total damage).
Shield Offense the level 31 drem stone warden was melted to death by a 3-headed hydra (wild summon) on level 1 of Ruined Dungeon.